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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs15
1 files changed, 13 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index c4807c4..c016eed 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -354,6 +354,8 @@ public sealed class BSTerrainManager : IDisposable
354 // Return a new position that is over known terrain if the position is outside our terrain. 354 // Return a new position that is over known terrain if the position is outside our terrain.
355 public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos) 355 public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos)
356 { 356 {
357 float edgeEpsilon = 0.1f;
358
357 Vector3 ret = pPos; 359 Vector3 ret = pPos;
358 360
359 // First, base addresses are never negative so correct for that possible problem. 361 // First, base addresses are never negative so correct for that possible problem.
@@ -378,10 +380,19 @@ public sealed class BSTerrainManager : IDisposable
378 // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region. 380 // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region.
379 381
380 // Must be off the top of a region. Find an adjacent region to move into. 382 // Must be off the top of a region. Find an adjacent region to move into.
383 // The returned terrain is always 'lower'. That is, closer to <0,0>.
381 Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); 384 Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ);
382 385
383 ret.X = Math.Min(ret.X, adjacentTerrainBase.X + (ret.X % DefaultRegionSize.X)); 386 if (adjacentTerrainBase.X < terrainBaseXYZ.X)
384 ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + (ret.X % DefaultRegionSize.Y)); 387 {
388 // moving down into a new region in the X dimension. New position will be the max in the new base.
389 ret.X = adjacentTerrainBase.X + DefaultRegionSize.X - edgeEpsilon;
390 }
391 if (adjacentTerrainBase.Y < terrainBaseXYZ.Y)
392 {
393 // moving down into a new region in the X dimension. New position will be the max in the new base.
394 ret.Y = adjacentTerrainBase.Y + DefaultRegionSize.Y - edgeEpsilon;
395 }
385 DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", 396 DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}",
386 BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); 397 BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret);
387 398