diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rwxr-xr-x | OpenSim/Region/Framework/Scenes/Scene.cs | 64 |
1 files changed, 46 insertions, 18 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 60079e2..9ae0c10 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -5783,27 +5783,34 @@ Environment.Exit(1); | |||
5783 | 5783 | ||
5784 | public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel) | 5784 | public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel) |
5785 | { | 5785 | { |
5786 | ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel); | 5786 | Vector3 pos = avatar.AbsolutePosition; |
5787 | |||
5788 | ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, pos.X, pos.Y, excludeParcel); | ||
5789 | |||
5790 | Vector3 retPos = Vector3.Zero; | ||
5787 | 5791 | ||
5788 | if (nearestParcel != null) | 5792 | if (nearestParcel != null) |
5789 | { | 5793 | { |
5790 | Vector3 dir = Vector3.Normalize(Vector3.Multiply(avatar.Velocity, -1)); | 5794 | Vector2? nearestPoint = null; |
5791 | //Try to get a location that feels like where they came from | 5795 | Vector3 dir = -avatar.Velocity; |
5792 | Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); | 5796 | float dirlen = dir.Length(); |
5793 | if (nearestPoint != null) | 5797 | if(dirlen > 1.0f) |
5794 | { | 5798 | //Try to get a location that feels like where they came from |
5795 | m_log.Debug("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString()); | 5799 | nearestPoint = nearestParcel.GetNearestPointAlongDirection(pos, dir); |
5796 | return nearestPoint.Value; | 5800 | |
5797 | } | 5801 | if (nearestPoint == null) |
5802 | nearestPoint = nearestParcel.GetNearestPoint(pos); | ||
5798 | 5803 | ||
5799 | //Sometimes velocity might be zero (local teleport), so try finding point along path from avatar to center of nearest parcel | ||
5800 | Vector3 directionToParcelCenter = Vector3.Subtract(GetParcelCenterAtGround(nearestParcel), avatar.AbsolutePosition); | ||
5801 | dir = Vector3.Normalize(directionToParcelCenter); | ||
5802 | nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); | ||
5803 | if (nearestPoint != null) | 5804 | if (nearestPoint != null) |
5804 | { | 5805 | { |
5805 | m_log.Debug("They had a zero velocity, sending them to: " + nearestPoint.ToString()); | 5806 | retPos.X = nearestPoint.Value.X; |
5806 | return nearestPoint.Value; | 5807 | retPos.Y = nearestPoint.Value.Y; |
5808 | float h = GetGroundHeight(retPos.X, retPos.Y) + 0.8f; | ||
5809 | if(pos.Z > h) | ||
5810 | retPos.Z = pos.Z; | ||
5811 | else | ||
5812 | retPos.Z = h; | ||
5813 | return retPos; | ||
5807 | } | 5814 | } |
5808 | 5815 | ||
5809 | ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y); | 5816 | ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y); |
@@ -5833,15 +5840,36 @@ Environment.Exit(1); | |||
5833 | 5840 | ||
5834 | private Vector3? GetNearestPointInParcelAlongDirectionFromPoint(Vector3 pos, Vector3 direction, ILandObject parcel) | 5841 | private Vector3? GetNearestPointInParcelAlongDirectionFromPoint(Vector3 pos, Vector3 direction, ILandObject parcel) |
5835 | { | 5842 | { |
5836 | Vector3 unitDirection = Vector3.Normalize(direction); | 5843 | float maxX = RegionInfo.RegionSizeX; |
5844 | float maxY = RegionInfo.RegionSizeY; | ||
5845 | |||
5846 | // reduce resolution since regions can be very large now | ||
5847 | direction *= 4.0f; | ||
5848 | Vector3 testPos = pos; | ||
5837 | //Making distance to search go through some sane limit of distance | 5849 | //Making distance to search go through some sane limit of distance |
5838 | for (float distance = 0; distance < Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY) * 2; distance += .5f) | 5850 | while(true) |
5839 | { | 5851 | { |
5840 | Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance)); | 5852 | testPos += direction; |
5841 | if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y)) | 5853 | if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y)) |
5842 | { | 5854 | { |
5855 | direction *= -0.125f; // .5m resolution | ||
5856 | Vector3 testPos2 = testPos - direction; | ||
5857 | for(int i = 0; i < 7; i++) | ||
5858 | { | ||
5859 | if (!parcel.ContainsPoint((int)testPos2.X, (int)testPos2.Y)) | ||
5860 | return testPos; | ||
5861 | testPos = testPos2; | ||
5862 | } | ||
5843 | return testPos; | 5863 | return testPos; |
5844 | } | 5864 | } |
5865 | if(testPos.X < 0) | ||
5866 | break; | ||
5867 | else if (testPos.X >= maxX) | ||
5868 | break; | ||
5869 | if(testPos.Y < 0) | ||
5870 | break; | ||
5871 | else if (testPos.Y >= maxY) | ||
5872 | break; | ||
5845 | } | 5873 | } |
5846 | return null; | 5874 | return null; |
5847 | } | 5875 | } |