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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs79
1 files changed, 29 insertions, 50 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index dff582b..3e278a9 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -842,9 +842,8 @@ namespace OpenSim.Region.Framework.Scenes
842 foreach (ulong handle in seeds.Keys) 842 foreach (ulong handle in seeds.Keys)
843 { 843 {
844 uint x, y; 844 uint x, y;
845 Utils.LongToUInts(handle, out x, out y); 845 Util.RegionHandleToRegionLoc(handle, out x, out y);
846 x = x / Constants.RegionSize; 846
847 y = y / Constants.RegionSize;
848 if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) 847 if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
849 { 848 {
850 old.Add(handle); 849 old.Add(handle);
@@ -866,9 +865,7 @@ namespace OpenSim.Region.Framework.Scenes
866 foreach (KeyValuePair<ulong, string> kvp in KnownRegions) 865 foreach (KeyValuePair<ulong, string> kvp in KnownRegions)
867 { 866 {
868 uint x, y; 867 uint x, y;
869 Utils.LongToUInts(kvp.Key, out x, out y); 868 Util.RegionHandleToRegionLoc(kvp.Key, out x, out y);
870 x = x / Constants.RegionSize;
871 y = y / Constants.RegionSize;
872 m_log.Info(" >> "+x+", "+y+": "+kvp.Value); 869 m_log.Info(" >> "+x+", "+y+": "+kvp.Value);
873 } 870 }
874 } 871 }
@@ -1170,18 +1167,6 @@ namespace OpenSim.Region.Framework.Scenes
1170 1167
1171 if (ParentID == 0) 1168 if (ParentID == 0)
1172 { 1169 {
1173 if (m_scene.TestBorderCross(pos, Cardinals.E))
1174 {
1175 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
1176 pos.X = crossedBorder.BorderLine.Z - 1;
1177 }
1178
1179 if (m_scene.TestBorderCross(pos, Cardinals.N))
1180 {
1181 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
1182 pos.Y = crossedBorder.BorderLine.Z - 1;
1183 }
1184
1185 CheckAndAdjustLandingPoint(ref pos); 1170 CheckAndAdjustLandingPoint(ref pos);
1186 1171
1187 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 1172 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
@@ -1201,7 +1186,7 @@ namespace OpenSim.Region.Framework.Scenes
1201 1186
1202 float posZLimit = 0; 1187 float posZLimit = 0;
1203 1188
1204 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 1189 if (pos.X < m_scene.RegionInfo.RegionSizeX && pos.Y < m_scene.RegionInfo.RegionSizeY)
1205 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 1190 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
1206 1191
1207 float newPosZ = posZLimit + localAVHeight / 2; 1192 float newPosZ = posZLimit + localAVHeight / 2;
@@ -2612,7 +2597,7 @@ namespace OpenSim.Region.Framework.Scenes
2612 if (regionCombinerModule != null) 2597 if (regionCombinerModule != null)
2613 regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); 2598 regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID);
2614 else 2599 else
2615 regionSize = new Vector2(Constants.RegionSize); 2600 regionSize = new Vector2(m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY);
2616 2601
2617 if (pos.X < 0 || pos.X >= regionSize.X 2602 if (pos.X < 0 || pos.X >= regionSize.X
2618 || pos.Y < 0 || pos.Y >= regionSize.Y 2603 || pos.Y < 0 || pos.Y >= regionSize.Y
@@ -2630,8 +2615,8 @@ namespace OpenSim.Region.Framework.Scenes
2630// } 2615// }
2631 2616
2632 // Get terrain height for sub-region in a megaregion if necessary 2617 // Get terrain height for sub-region in a megaregion if necessary
2633 int X = (int)((m_scene.RegionInfo.RegionLocX * Constants.RegionSize) + pos.X); 2618 int X = (int)((m_scene.RegionInfo.WorldLocX) + pos.X);
2634 int Y = (int)((m_scene.RegionInfo.RegionLocY * Constants.RegionSize) + pos.Y); 2619 int Y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y);
2635 GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y); 2620 GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y);
2636 // If X and Y is NaN, target_region will be null 2621 // If X and Y is NaN, target_region will be null
2637 if (target_region == null) 2622 if (target_region == null)
@@ -2642,7 +2627,7 @@ namespace OpenSim.Region.Framework.Scenes
2642 if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) 2627 if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene))
2643 targetScene = m_scene; 2628 targetScene = m_scene;
2644 2629
2645 float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % Constants.RegionSize), (int)(pos.Y % Constants.RegionSize)]; 2630 float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)];
2646 // dont try to land underground 2631 // dont try to land underground
2647 terrainHeight += Appearance.AvatarHeight / 2; 2632 terrainHeight += Appearance.AvatarHeight / 2;
2648 pos.Z = Math.Max(terrainHeight, pos.Z); 2633 pos.Z = Math.Max(terrainHeight, pos.Z);
@@ -3872,32 +3857,28 @@ namespace OpenSim.Region.Framework.Scenes
3872// m_log.DebugFormat( 3857// m_log.DebugFormat(
3873// "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}", 3858// "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}",
3874// pos2, Name, Scene.Name); 3859// pos2, Name, Scene.Name);
3875 3860
3876 if( Scene.TestBorderCross(pos2, Cardinals.E) || 3861 if (Scene.PositionIsInCurrentRegion(pos2))
3877 Scene.TestBorderCross(pos2, Cardinals.W) || 3862 return;
3878 Scene.TestBorderCross(pos2, Cardinals.N) || 3863
3879 Scene.TestBorderCross(pos2, Cardinals.S) 3864 if (!CrossToNewRegion() && m_requestedSitTargetUUID == UUID.Zero)
3880 )
3881 { 3865 {
3882 if (!CrossToNewRegion() && m_requestedSitTargetUUID == UUID.Zero) 3866 // we don't have entity transfer module
3883 { 3867 Vector3 pos = AbsolutePosition;
3884 // we don't have entity transfer module 3868 float px = pos.X;
3885 Vector3 pos = AbsolutePosition; 3869 if (px < 0)
3886 float px = pos.X; 3870 pos.X += Velocity.X * 2;
3887 if (px < 0) 3871 else if (px > m_scene.RegionInfo.RegionSizeX)
3888 pos.X += Velocity.X * 2; 3872 pos.X -= Velocity.X * 2;
3889 else if (px > m_scene.RegionInfo.RegionSizeX)
3890 pos.X -= Velocity.X * 2;
3891 3873
3892 float py = pos.Y; 3874 float py = pos.Y;
3893 if (py < 0) 3875 if (py < 0)
3894 pos.Y += Velocity.Y * 2; 3876 pos.Y += Velocity.Y * 2;
3895 else if (py > m_scene.RegionInfo.RegionSizeY) 3877 else if (py > m_scene.RegionInfo.RegionSizeY)
3896 pos.Y -= Velocity.Y * 2; 3878 pos.Y -= Velocity.Y * 2;
3897 3879
3898 Velocity = Vector3.Zero; 3880 Velocity = Vector3.Zero;
3899 AbsolutePosition = pos; 3881 AbsolutePosition = pos;
3900 }
3901 } 3882 }
3902 } 3883 }
3903 3884
@@ -3962,7 +3943,7 @@ namespace OpenSim.Region.Framework.Scenes
3962 3943
3963 // Put the child agent back at the center 3944 // Put the child agent back at the center
3964 AbsolutePosition 3945 AbsolutePosition
3965 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); 3946 = new Vector3(((float)m_scene.RegionInfo.RegionSizeX * 0.5f), ((float)m_scene.RegionInfo.RegionSizeY * 0.5f), 70);
3966 3947
3967 Animator.ResetAnimations(); 3948 Animator.ResetAnimations();
3968 } 3949 }
@@ -3989,9 +3970,7 @@ namespace OpenSim.Region.Framework.Scenes
3989 if (handle != Scene.RegionInfo.RegionHandle) 3970 if (handle != Scene.RegionInfo.RegionHandle)
3990 { 3971 {
3991 uint x, y; 3972 uint x, y;
3992 Utils.LongToUInts(handle, out x, out y); 3973 Util.RegionHandleToRegionLoc(handle, out x, out y);
3993 x = x / Constants.RegionSize;
3994 y = y / Constants.RegionSize;
3995 3974
3996// m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); 3975// m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
3997// m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); 3976// m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));