diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 128 |
1 files changed, 13 insertions, 115 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 4efd9d5..a98baea 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -3425,6 +3425,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3425 | if (!IsInTransit) | 3425 | if (!IsInTransit) |
3426 | { | 3426 | { |
3427 | Vector3 pos2 = AbsolutePosition; | 3427 | Vector3 pos2 = AbsolutePosition; |
3428 | Vector3 origPosition = pos2; | ||
3428 | Vector3 vel = Velocity; | 3429 | Vector3 vel = Velocity; |
3429 | int neighbor = 0; | 3430 | int neighbor = 0; |
3430 | int[] fix = new int[2]; | 3431 | int[] fix = new int[2]; |
@@ -3459,128 +3460,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
3459 | // Tried to make crossing happen but it failed. | 3460 | // Tried to make crossing happen but it failed. |
3460 | if (m_requestedSitTargetUUID == UUID.Zero) | 3461 | if (m_requestedSitTargetUUID == UUID.Zero) |
3461 | { | 3462 | { |
3462 | 3463 | m_log.DebugFormat("{0} CheckForBorderCrossing: Crossing failed. Restoring old position.", LogHeader); | |
3463 | Vector3 pos = AbsolutePosition; | 3464 | const float borderFudge = 0.1f; |
3464 | if (AbsolutePosition.X < 0) | 3465 | |
3465 | pos.X += Velocity.X * 2; | 3466 | if (origPosition.X < 0) |
3466 | else if (AbsolutePosition.X > m_scene.RegionInfo.RegionSizeX) | 3467 | origPosition.X = borderFudge; |
3467 | pos.X -= Velocity.X * 2; | 3468 | else if (origPosition.X > (float)m_scene.RegionInfo.RegionSizeX) |
3468 | if (AbsolutePosition.Y < 0) | 3469 | origPosition.X = (float)m_scene.RegionInfo.RegionSizeX - borderFudge; |
3469 | pos.Y += Velocity.Y * 2; | 3470 | if (origPosition.Y < 0) |
3470 | else if (AbsolutePosition.Y > m_scene.RegionInfo.RegionSizeY) | 3471 | origPosition.Y = borderFudge; |
3471 | pos.Y -= Velocity.Y * 2; | 3472 | else if (origPosition.Y > (float)m_scene.RegionInfo.RegionSizeY) |
3473 | origPosition.Y = (float)m_scene.RegionInfo.RegionSizeY - borderFudge; | ||
3472 | Velocity = Vector3.Zero; | 3474 | Velocity = Vector3.Zero; |
3473 | AbsolutePosition = pos; | 3475 | AbsolutePosition = origPosition; |
3474 | 3476 | ||
3475 | AddToPhysicalScene(isFlying); | 3477 | AddToPhysicalScene(isFlying); |
3476 | } | 3478 | } |
3477 | } | 3479 | } |
3478 | 3480 | ||
3479 | } | 3481 | } |
3480 | |||
3481 | /* | ||
3482 | // Checks if where it's headed exists a region | ||
3483 | if (m_scene.TestBorderCross(pos2, Cardinals.W)) | ||
3484 | { | ||
3485 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) | ||
3486 | { | ||
3487 | needsTransit = true; | ||
3488 | neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix); | ||
3489 | } | ||
3490 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) | ||
3491 | { | ||
3492 | needsTransit = true; | ||
3493 | neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix); | ||
3494 | } | ||
3495 | else | ||
3496 | { | ||
3497 | needsTransit = true; | ||
3498 | neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix); | ||
3499 | } | ||
3500 | } | ||
3501 | else if (m_scene.TestBorderCross(pos2, Cardinals.E)) | ||
3502 | { | ||
3503 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) | ||
3504 | { | ||
3505 | needsTransit = true; | ||
3506 | neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix); | ||
3507 | } | ||
3508 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) | ||
3509 | { | ||
3510 | needsTransit = true; | ||
3511 | neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix); | ||
3512 | } | ||
3513 | else | ||
3514 | { | ||
3515 | needsTransit = true; | ||
3516 | neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix); | ||
3517 | } | ||
3518 | } | ||
3519 | else if (m_scene.TestBorderCross(pos2, Cardinals.S)) | ||
3520 | { | ||
3521 | needsTransit = true; | ||
3522 | neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix); | ||
3523 | } | ||
3524 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) | ||
3525 | { | ||
3526 | needsTransit = true; | ||
3527 | neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix); | ||
3528 | } | ||
3529 | |||
3530 | // Makes sure avatar does not end up outside region | ||
3531 | if (neighbor <= 0) | ||
3532 | { | ||
3533 | if (needsTransit) | ||
3534 | { | ||
3535 | if (m_requestedSitTargetUUID == UUID.Zero) | ||
3536 | { | ||
3537 | bool isFlying = Flying; | ||
3538 | RemoveFromPhysicalScene(); | ||
3539 | |||
3540 | Vector3 pos = AbsolutePosition; | ||
3541 | if (AbsolutePosition.X < 0) | ||
3542 | pos.X += Velocity.X * 2; | ||
3543 | else if (AbsolutePosition.X > m_scene.RegionInfo.RegionSizeX) | ||
3544 | pos.X -= Velocity.X * 2; | ||
3545 | if (AbsolutePosition.Y < 0) | ||
3546 | pos.Y += Velocity.Y * 2; | ||
3547 | else if (AbsolutePosition.Y > m_scene.RegionInfo.RegionSizeY) | ||
3548 | pos.Y -= Velocity.Y * 2; | ||
3549 | Velocity = Vector3.Zero; | ||
3550 | AbsolutePosition = pos; | ||
3551 | |||
3552 | // m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition); | ||
3553 | |||
3554 | AddToPhysicalScene(isFlying); | ||
3555 | } | ||
3556 | } | ||
3557 | } | ||
3558 | else if (neighbor > 0) | ||
3559 | { | ||
3560 | if (!CrossToNewRegion()) | ||
3561 | { | ||
3562 | if (m_requestedSitTargetUUID == UUID.Zero) | ||
3563 | { | ||
3564 | bool isFlying = Flying; | ||
3565 | RemoveFromPhysicalScene(); | ||
3566 | |||
3567 | Vector3 pos = AbsolutePosition; | ||
3568 | if (AbsolutePosition.X < 0) | ||
3569 | pos.X += Velocity.X * 2; | ||
3570 | else if (AbsolutePosition.X > m_scene.RegionInfo.RegionSizeX) | ||
3571 | pos.X -= Velocity.X * 2; | ||
3572 | if (AbsolutePosition.Y < 0) | ||
3573 | pos.Y += Velocity.Y * 2; | ||
3574 | else if (AbsolutePosition.Y > m_scene.RegionInfo.RegionSizeY) | ||
3575 | pos.Y -= Velocity.Y * 2; | ||
3576 | Velocity = Vector3.Zero; | ||
3577 | AbsolutePosition = pos; | ||
3578 | |||
3579 | AddToPhysicalScene(isFlying); | ||
3580 | } | ||
3581 | } | ||
3582 | } | ||
3583 | */ | ||
3584 | } | 3482 | } |
3585 | else | 3483 | else |
3586 | { | 3484 | { |