diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 86 |
1 files changed, 61 insertions, 25 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index cf98ef2..0cd8b21 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -749,9 +749,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
749 | foreach (ulong handle in seeds.Keys) | 749 | foreach (ulong handle in seeds.Keys) |
750 | { | 750 | { |
751 | uint x, y; | 751 | uint x, y; |
752 | Utils.LongToUInts(handle, out x, out y); | 752 | Util.RegionHandleToRegionLoc(handle, out x, out y); |
753 | x = x / Constants.RegionSize; | 753 | |
754 | y = y / Constants.RegionSize; | ||
755 | if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) | 754 | if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) |
756 | { | 755 | { |
757 | old.Add(handle); | 756 | old.Add(handle); |
@@ -773,9 +772,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
773 | foreach (KeyValuePair<ulong, string> kvp in KnownRegions) | 772 | foreach (KeyValuePair<ulong, string> kvp in KnownRegions) |
774 | { | 773 | { |
775 | uint x, y; | 774 | uint x, y; |
776 | Utils.LongToUInts(kvp.Key, out x, out y); | 775 | Util.RegionHandleToRegionLoc(kvp.Key, out x, out y); |
777 | x = x / Constants.RegionSize; | ||
778 | y = y / Constants.RegionSize; | ||
779 | m_log.Info(" >> "+x+", "+y+": "+kvp.Value); | 776 | m_log.Info(" >> "+x+", "+y+": "+kvp.Value); |
780 | } | 777 | } |
781 | } | 778 | } |
@@ -1109,7 +1106,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1109 | 1106 | ||
1110 | float posZLimit = 0; | 1107 | float posZLimit = 0; |
1111 | 1108 | ||
1112 | if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) | 1109 | if (pos.X < m_scene.RegionInfo.RegionSizeX && pos.Y < m_scene.RegionInfo.RegionSizeY) |
1113 | posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; | 1110 | posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; |
1114 | 1111 | ||
1115 | float newPosZ = posZLimit + localAVHeight / 2; | 1112 | float newPosZ = posZLimit + localAVHeight / 2; |
@@ -2362,7 +2359,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2362 | if (regionCombinerModule != null) | 2359 | if (regionCombinerModule != null) |
2363 | regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); | 2360 | regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); |
2364 | else | 2361 | else |
2365 | regionSize = new Vector2(Constants.RegionSize); | 2362 | regionSize = new Vector2(m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY); |
2366 | 2363 | ||
2367 | if (pos.X < 0 || pos.X >= regionSize.X | 2364 | if (pos.X < 0 || pos.X >= regionSize.X |
2368 | || pos.Y < 0 || pos.Y >= regionSize.Y | 2365 | || pos.Y < 0 || pos.Y >= regionSize.Y |
@@ -2380,8 +2377,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2380 | // } | 2377 | // } |
2381 | 2378 | ||
2382 | // Get terrain height for sub-region in a megaregion if necessary | 2379 | // Get terrain height for sub-region in a megaregion if necessary |
2383 | int X = (int)((m_scene.RegionInfo.RegionLocX * Constants.RegionSize) + pos.X); | 2380 | int X = (int)((m_scene.RegionInfo.WorldLocX) + pos.X); |
2384 | int Y = (int)((m_scene.RegionInfo.RegionLocY * Constants.RegionSize) + pos.Y); | 2381 | int Y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y); |
2385 | GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y); | 2382 | GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y); |
2386 | // If X and Y is NaN, target_region will be null | 2383 | // If X and Y is NaN, target_region will be null |
2387 | if (target_region == null) | 2384 | if (target_region == null) |
@@ -2392,7 +2389,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2392 | if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) | 2389 | if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) |
2393 | targetScene = m_scene; | 2390 | targetScene = m_scene; |
2394 | 2391 | ||
2395 | float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % Constants.RegionSize), (int)(pos.Y % Constants.RegionSize)]; | 2392 | float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)]; |
2396 | pos.Z = Math.Max(terrainHeight, pos.Z); | 2393 | pos.Z = Math.Max(terrainHeight, pos.Z); |
2397 | 2394 | ||
2398 | // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is | 2395 | // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is |
@@ -3431,6 +3428,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3431 | int neighbor = 0; | 3428 | int neighbor = 0; |
3432 | int[] fix = new int[2]; | 3429 | int[] fix = new int[2]; |
3433 | 3430 | ||
3431 | // Compute the avatar position in the next physics tick. | ||
3432 | // If the avatar will be crossing, we force the crossing to happen now | ||
3433 | // in the hope that this will make the avatar movement smoother when crossing. | ||
3434 | float timeStep = 0.1f; | 3434 | float timeStep = 0.1f; |
3435 | pos2.X = pos2.X + (vel.X * timeStep); | 3435 | pos2.X = pos2.X + (vel.X * timeStep); |
3436 | pos2.Y = pos2.Y + (vel.Y * timeStep); | 3436 | pos2.Y = pos2.Y + (vel.Y * timeStep); |
@@ -3438,12 +3438,48 @@ namespace OpenSim.Region.Framework.Scenes | |||
3438 | 3438 | ||
3439 | if (!IsInTransit) | 3439 | if (!IsInTransit) |
3440 | { | 3440 | { |
3441 | // m_log.DebugFormat( | 3441 | m_log.DebugFormat( |
3442 | // "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}", | 3442 | "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}", |
3443 | // pos2, Name, Scene.Name); | 3443 | pos2, Name, Scene.Name); |
3444 | |||
3445 | if (!m_scene.PositionIsInCurrentRegion(pos2)) | ||
3446 | { | ||
3447 | // Disconnect from the current region | ||
3448 | bool isFlying = Flying; | ||
3449 | RemoveFromPhysicalScene(); | ||
3450 | // pos2 is the forcasted position so make that the 'current' position so the crossing | ||
3451 | // code will move us into the newly addressed region. | ||
3452 | m_pos = pos2; | ||
3453 | if (CrossToNewRegion()) | ||
3454 | { | ||
3455 | AddToPhysicalScene(isFlying); | ||
3456 | } | ||
3457 | else | ||
3458 | { | ||
3459 | // Tried to make crossing happen but it failed. | ||
3460 | if (m_requestedSitTargetUUID == UUID.Zero) | ||
3461 | { | ||
3462 | |||
3463 | Vector3 pos = AbsolutePosition; | ||
3464 | if (AbsolutePosition.X < 0) | ||
3465 | pos.X += Velocity.X * 2; | ||
3466 | else if (AbsolutePosition.X > m_scene.RegionInfo.RegionSizeX) | ||
3467 | pos.X -= Velocity.X * 2; | ||
3468 | if (AbsolutePosition.Y < 0) | ||
3469 | pos.Y += Velocity.Y * 2; | ||
3470 | else if (AbsolutePosition.Y > m_scene.RegionInfo.RegionSizeY) | ||
3471 | pos.Y -= Velocity.Y * 2; | ||
3472 | Velocity = Vector3.Zero; | ||
3473 | AbsolutePosition = pos; | ||
3474 | |||
3475 | AddToPhysicalScene(isFlying); | ||
3476 | } | ||
3477 | } | ||
3478 | |||
3479 | } | ||
3444 | 3480 | ||
3481 | /* | ||
3445 | // Checks if where it's headed exists a region | 3482 | // Checks if where it's headed exists a region |
3446 | bool needsTransit = false; | ||
3447 | if (m_scene.TestBorderCross(pos2, Cardinals.W)) | 3483 | if (m_scene.TestBorderCross(pos2, Cardinals.W)) |
3448 | { | 3484 | { |
3449 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) | 3485 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) |
@@ -3504,11 +3540,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3504 | Vector3 pos = AbsolutePosition; | 3540 | Vector3 pos = AbsolutePosition; |
3505 | if (AbsolutePosition.X < 0) | 3541 | if (AbsolutePosition.X < 0) |
3506 | pos.X += Velocity.X * 2; | 3542 | pos.X += Velocity.X * 2; |
3507 | else if (AbsolutePosition.X > Constants.RegionSize) | 3543 | else if (AbsolutePosition.X > m_scene.RegionInfo.RegionSizeX) |
3508 | pos.X -= Velocity.X * 2; | 3544 | pos.X -= Velocity.X * 2; |
3509 | if (AbsolutePosition.Y < 0) | 3545 | if (AbsolutePosition.Y < 0) |
3510 | pos.Y += Velocity.Y * 2; | 3546 | pos.Y += Velocity.Y * 2; |
3511 | else if (AbsolutePosition.Y > Constants.RegionSize) | 3547 | else if (AbsolutePosition.Y > m_scene.RegionInfo.RegionSizeY) |
3512 | pos.Y -= Velocity.Y * 2; | 3548 | pos.Y -= Velocity.Y * 2; |
3513 | Velocity = Vector3.Zero; | 3549 | Velocity = Vector3.Zero; |
3514 | AbsolutePosition = pos; | 3550 | AbsolutePosition = pos; |
@@ -3531,11 +3567,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3531 | Vector3 pos = AbsolutePosition; | 3567 | Vector3 pos = AbsolutePosition; |
3532 | if (AbsolutePosition.X < 0) | 3568 | if (AbsolutePosition.X < 0) |
3533 | pos.X += Velocity.X * 2; | 3569 | pos.X += Velocity.X * 2; |
3534 | else if (AbsolutePosition.X > Constants.RegionSize) | 3570 | else if (AbsolutePosition.X > m_scene.RegionInfo.RegionSizeX) |
3535 | pos.X -= Velocity.X * 2; | 3571 | pos.X -= Velocity.X * 2; |
3536 | if (AbsolutePosition.Y < 0) | 3572 | if (AbsolutePosition.Y < 0) |
3537 | pos.Y += Velocity.Y * 2; | 3573 | pos.Y += Velocity.Y * 2; |
3538 | else if (AbsolutePosition.Y > Constants.RegionSize) | 3574 | else if (AbsolutePosition.Y > m_scene.RegionInfo.RegionSizeY) |
3539 | pos.Y -= Velocity.Y * 2; | 3575 | pos.Y -= Velocity.Y * 2; |
3540 | Velocity = Vector3.Zero; | 3576 | Velocity = Vector3.Zero; |
3541 | AbsolutePosition = pos; | 3577 | AbsolutePosition = pos; |
@@ -3544,6 +3580,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3544 | } | 3580 | } |
3545 | } | 3581 | } |
3546 | } | 3582 | } |
3583 | */ | ||
3547 | } | 3584 | } |
3548 | else | 3585 | else |
3549 | { | 3586 | { |
@@ -3584,7 +3621,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3584 | 3621 | ||
3585 | // Put the child agent back at the center | 3622 | // Put the child agent back at the center |
3586 | AbsolutePosition | 3623 | AbsolutePosition |
3587 | = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); | 3624 | = new Vector3(((float)m_scene.RegionInfo.RegionSizeX * 0.5f), ((float)m_scene.RegionInfo.RegionSizeY * 0.5f), 70); |
3588 | 3625 | ||
3589 | Animator.ResetAnimations(); | 3626 | Animator.ResetAnimations(); |
3590 | } | 3627 | } |
@@ -3611,9 +3648,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3611 | if (handle != Scene.RegionInfo.RegionHandle) | 3648 | if (handle != Scene.RegionInfo.RegionHandle) |
3612 | { | 3649 | { |
3613 | uint x, y; | 3650 | uint x, y; |
3614 | Utils.LongToUInts(handle, out x, out y); | 3651 | Util.RegionHandleToRegionLoc(handle, out x, out y); |
3615 | x = x / Constants.RegionSize; | ||
3616 | y = y / Constants.RegionSize; | ||
3617 | 3652 | ||
3618 | // m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); | 3653 | // m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); |
3619 | // m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); | 3654 | // m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); |
@@ -3694,8 +3729,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3694 | return; | 3729 | return; |
3695 | 3730 | ||
3696 | //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); | 3731 | //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); |
3697 | int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; | 3732 | // Find the distance (in meters) between the two regions |
3698 | int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; | 3733 | uint shiftx = Util.RegionToWorldLoc(rRegionX - tRegionX); |
3734 | uint shifty = Util.RegionToWorldLoc(rRegionY - tRegionY); | ||
3699 | 3735 | ||
3700 | Vector3 offset = new Vector3(shiftx, shifty, 0f); | 3736 | Vector3 offset = new Vector3(shiftx, shifty, 0f); |
3701 | 3737 | ||