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authorRobert Adams2013-11-04 22:09:52 -0800
committerRobert Adams2013-11-04 22:09:52 -0800
commitcd1a23fc142a12bb14ddb9d88d39e6acb41937b4 (patch)
treeddd50bb6c9f1b9cdde9bc52b3eb1612149055552 /OpenSim
parentvarregion: remove unused terrain serialization code in SQLite and PGSQL modules (diff)
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varregion: remove uses of region size constant. In particular, update scene
to check for border crossings based on the size of the region.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs6
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs11
3 files changed, 15 insertions, 14 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a19f31f..64b3baf 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1033,7 +1033,7 @@ namespace OpenSim.Region.Framework.Scenes
1033 1033
1034 BordersLocked = true; 1034 BordersLocked = true;
1035 Border northBorder = new Border(); 1035 Border northBorder = new Border();
1036 northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<--- 1036 northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (float)RegionInfo.RegionSizeY); //<---
1037 northBorder.CrossDirection = Cardinals.N; 1037 northBorder.CrossDirection = Cardinals.N;
1038 NorthBorders.Add(northBorder); 1038 NorthBorders.Add(northBorder);
1039 1039
@@ -1043,7 +1043,7 @@ namespace OpenSim.Region.Framework.Scenes
1043 SouthBorders.Add(southBorder); 1043 SouthBorders.Add(southBorder);
1044 1044
1045 Border eastBorder = new Border(); 1045 Border eastBorder = new Border();
1046 eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<--- 1046 eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (float)RegionInfo.RegionSizeY); //<---
1047 eastBorder.CrossDirection = Cardinals.E; 1047 eastBorder.CrossDirection = Cardinals.E;
1048 EastBorders.Add(eastBorder); 1048 EastBorders.Add(eastBorder);
1049 1049
@@ -3994,12 +3994,12 @@ namespace OpenSim.Region.Framework.Scenes
3994 { 3994 {
3995 if (posX < 0) 3995 if (posX < 0)
3996 posX = 0; 3996 posX = 0;
3997 else if (posX >= 256) 3997 else if (posX >= (float)RegionInfo.RegionSizeX)
3998 posX = 255.999f; 3998 posX = (float)RegionInfo.RegionSizeX - 0.001f;
3999 if (posY < 0) 3999 if (posY < 0)
4000 posY = 0; 4000 posY = 0;
4001 else if (posY >= 256) 4001 else if (posY >= (float)RegionInfo.RegionSizeY)
4002 posY = 255.999f; 4002 posY = (float)RegionInfo.RegionSizeY - 0.001f;
4003 4003
4004 reason = String.Empty; 4004 reason = String.Empty;
4005 if (Permissions.IsGod(agentID)) 4005 if (Permissions.IsGod(agentID))
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4b4e4ba..eed8908 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -842,9 +842,9 @@ namespace OpenSim.Region.Framework.Scenes
842 maxX = -256f; 842 maxX = -256f;
843 maxY = -256f; 843 maxY = -256f;
844 maxZ = -256f; 844 maxZ = -256f;
845 minX = 256f; 845 minX = 10000f;
846 minY = 256f; 846 minY = 10000f;
847 minZ = 8192f; 847 minZ = 10000f;
848 848
849 SceneObjectPart[] parts = m_parts.GetArray(); 849 SceneObjectPart[] parts = m_parts.GetArray();
850 for (int i = 0; i < parts.Length; i++) 850 for (int i = 0; i < parts.Length; i++)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 15b7090..edec949 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -376,18 +376,19 @@ public class BSPrim : BSPhysObject
376 { 376 {
377 bool ret = false; 377 bool ret = false;
378 378
379 uint wayOutThere = Constants.RegionSize * Constants.RegionSize; 379 int wayOverThere = -1000;
380 int wayOutThere = 10000;
380 // There have been instances of objects getting thrown way out of bounds and crashing 381 // There have been instances of objects getting thrown way out of bounds and crashing
381 // the border crossing code. 382 // the border crossing code.
382 if ( RawPosition.X < -Constants.RegionSize || RawPosition.X > wayOutThere 383 if ( RawPosition.X < wayOverThere || RawPosition.X > wayOutThere
383 || RawPosition.Y < -Constants.RegionSize || RawPosition.Y > wayOutThere 384 || RawPosition.Y < wayOverThere || RawPosition.X > wayOutThere
384 || RawPosition.Z < -Constants.RegionSize || RawPosition.Z > wayOutThere) 385 || RawPosition.Z < wayOverThere || RawPosition.X > wayOutThere)
385 { 386 {
386 RawPosition = new OMV.Vector3(10, 10, 50); 387 RawPosition = new OMV.Vector3(10, 10, 50);
387 ZeroMotion(inTaintTime); 388 ZeroMotion(inTaintTime);
388 ret = true; 389 ret = true;
389 } 390 }
390 if (RawVelocity.LengthSquared() > BSParam.MaxLinearVelocity) 391 if (RawVelocity.LengthSquared() > BSParam.MaxLinearVelocitySquared)
391 { 392 {
392 RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity); 393 RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity);
393 ret = true; 394 ret = true;