diff options
Diffstat (limited to 'OpenSim/Region/CoreModules')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Land/LandObject.cs | 147 |
1 files changed, 144 insertions, 3 deletions
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs index ed509fe..378e996 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs | |||
@@ -121,6 +121,147 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
121 | } | 121 | } |
122 | } | 122 | } |
123 | 123 | ||
124 | public Vector2? GetNearestPoint(Vector3 pos) | ||
125 | { | ||
126 | Vector3 direction = new Vector3(m_centerPoint.X - pos.X, m_centerPoint.Y - pos.Y, 0f ); | ||
127 | return GetNearestPointAlongDirection(pos, direction); | ||
128 | } | ||
129 | |||
130 | public Vector2? GetNearestPointAlongDirection(Vector3 pos, Vector3 pdirection) | ||
131 | { | ||
132 | Vector2 testpos; | ||
133 | Vector2 direction; | ||
134 | |||
135 | testpos.X = pos.X / landUnit; | ||
136 | testpos.Y = pos.Y / landUnit; | ||
137 | |||
138 | if(LandBitmap[(int)testpos.X, (int)testpos.Y]) | ||
139 | return new Vector2(pos.X, pos.Y); // we are already here | ||
140 | |||
141 | direction.X = pdirection.X; | ||
142 | direction.Y = pdirection.Y; | ||
143 | |||
144 | if(direction.X == 0f && direction.Y == 0f) | ||
145 | return null; // we can't look anywhere | ||
146 | |||
147 | direction.Normalize(); | ||
148 | |||
149 | int minx = (int)(m_AABBmin.X / landUnit); | ||
150 | int maxx = (int)(m_AABBmax.X / landUnit); | ||
151 | |||
152 | // check against AABB | ||
153 | if(direction.X > 0f) | ||
154 | { | ||
155 | if(testpos.X >= maxx) | ||
156 | return null; // will never get there | ||
157 | if(testpos.X < minx) | ||
158 | testpos.X = minx; | ||
159 | } | ||
160 | else if(direction.X < 0f) | ||
161 | { | ||
162 | if(testpos.X < minx) | ||
163 | return null; // will never get there | ||
164 | if(testpos.X >= maxx) | ||
165 | testpos.X = maxx - 1; | ||
166 | } | ||
167 | else | ||
168 | { | ||
169 | if(testpos.X < minx) | ||
170 | return null; // will never get there | ||
171 | else if(testpos.X >= maxx) | ||
172 | return null; // will never get there | ||
173 | } | ||
174 | |||
175 | int miny = (int)(m_AABBmin.Y / landUnit); | ||
176 | int maxy = (int)(m_AABBmax.Y / landUnit); | ||
177 | |||
178 | if(direction.Y > 0f) | ||
179 | { | ||
180 | if(testpos.Y >= maxy) | ||
181 | return null; // will never get there | ||
182 | if(testpos.Y < miny) | ||
183 | testpos.Y = miny; | ||
184 | } | ||
185 | else if(direction.Y < 0f) | ||
186 | { | ||
187 | if(testpos.Y < miny) | ||
188 | return null; // will never get there | ||
189 | if(testpos.Y >= maxy) | ||
190 | testpos.Y = maxy - 1; | ||
191 | } | ||
192 | else | ||
193 | { | ||
194 | if(testpos.Y < miny) | ||
195 | return null; // will never get there | ||
196 | else if(testpos.Y >= maxy) | ||
197 | return null; // will never get there | ||
198 | } | ||
199 | |||
200 | while(!LandBitmap[(int)testpos.X, (int)testpos.Y]) | ||
201 | { | ||
202 | testpos += direction; | ||
203 | |||
204 | if(testpos.X < minx) | ||
205 | return null; | ||
206 | if (testpos.X >= maxx) | ||
207 | return null; | ||
208 | if(testpos.Y < miny) | ||
209 | return null; | ||
210 | if (testpos.Y >= maxy) | ||
211 | return null; | ||
212 | } | ||
213 | |||
214 | testpos *= landUnit; | ||
215 | float ftmp; | ||
216 | |||
217 | if(Math.Abs(direction.X) > Math.Abs(direction.Y)) | ||
218 | { | ||
219 | if(direction.X < 0) | ||
220 | testpos.X += landUnit - 0.5f; | ||
221 | else | ||
222 | testpos.X += 0.5f; | ||
223 | ftmp = testpos.X - pos.X; | ||
224 | ftmp /= direction.X; | ||
225 | ftmp = Math.Abs(ftmp); | ||
226 | ftmp *= direction.Y; | ||
227 | ftmp += pos.Y; | ||
228 | |||
229 | if(ftmp < testpos.Y + .5f) | ||
230 | ftmp = testpos.Y + .5f; | ||
231 | else | ||
232 | { | ||
233 | testpos.Y += landUnit - 0.5f; | ||
234 | if(ftmp > testpos.Y) | ||
235 | ftmp = testpos.Y; | ||
236 | } | ||
237 | testpos.Y = ftmp; | ||
238 | } | ||
239 | else | ||
240 | { | ||
241 | if(direction.Y < 0) | ||
242 | testpos.Y += landUnit - 0.5f; | ||
243 | else | ||
244 | testpos.Y += 0.5f; | ||
245 | ftmp = testpos.Y - pos.Y; | ||
246 | ftmp /= direction.Y; | ||
247 | ftmp = Math.Abs(ftmp); | ||
248 | ftmp *= direction.X; | ||
249 | ftmp += pos.X; | ||
250 | |||
251 | if(ftmp < testpos.X + .5f) | ||
252 | ftmp = testpos.X + .5f; | ||
253 | else | ||
254 | { | ||
255 | testpos.X += landUnit - 0.5f; | ||
256 | if(ftmp > testpos.X) | ||
257 | ftmp = testpos.X; | ||
258 | } | ||
259 | testpos.X = ftmp; | ||
260 | } | ||
261 | return testpos; | ||
262 | } | ||
263 | |||
264 | |||
124 | #region Constructors | 265 | #region Constructors |
125 | 266 | ||
126 | public LandObject(LandData landData, Scene scene) | 267 | public LandObject(LandData landData, Scene scene) |
@@ -791,7 +932,7 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
791 | { | 932 | { |
792 | for (y = 0; y < LandBitmap.GetLength(1); y++) | 933 | for (y = 0; y < LandBitmap.GetLength(1); y++) |
793 | { | 934 | { |
794 | if (LandBitmap[x, y] == true) | 935 | if (LandBitmap[x, y]) |
795 | { | 936 | { |
796 | if (min_x > x) | 937 | if (min_x > x) |
797 | min_x = x; | 938 | min_x = x; |
@@ -856,7 +997,7 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
856 | m_AABBmin.X = tx; | 997 | m_AABBmin.X = tx; |
857 | m_AABBmin.Y = ty; | 998 | m_AABBmin.Y = ty; |
858 | 999 | ||
859 | if(m_scene == null) | 1000 | if(m_scene == null || m_scene.Heightmap == null) |
860 | LandData.AABBMin = new Vector3(tx, ty, 0f); | 1001 | LandData.AABBMin = new Vector3(tx, ty, 0f); |
861 | else | 1002 | else |
862 | LandData.AABBMin = new Vector3(tx, ty, (float)m_scene.Heightmap[tx, ty]); | 1003 | LandData.AABBMin = new Vector3(tx, ty, (float)m_scene.Heightmap[tx, ty]); |
@@ -874,7 +1015,7 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
874 | m_AABBmax.X = tx; | 1015 | m_AABBmax.X = tx; |
875 | m_AABBmax.Y = ty; | 1016 | m_AABBmax.Y = ty; |
876 | 1017 | ||
877 | if(m_scene == null) | 1018 | if(m_scene == null || m_scene.Heightmap == null) |
878 | LandData.AABBMax = new Vector3(tx, ty, 0f); | 1019 | LandData.AABBMax = new Vector3(tx, ty, 0f); |
879 | else | 1020 | else |
880 | LandData.AABBMax = new Vector3(tx, ty, (float)m_scene.Heightmap[tx - 1, ty - 1]); | 1021 | LandData.AABBMax = new Vector3(tx, ty, (float)m_scene.Heightmap[tx - 1, ty - 1]); |