diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 15 |
1 files changed, 13 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index c4807c4..c016eed 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -354,6 +354,8 @@ public sealed class BSTerrainManager : IDisposable | |||
354 | // Return a new position that is over known terrain if the position is outside our terrain. | 354 | // Return a new position that is over known terrain if the position is outside our terrain. |
355 | public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos) | 355 | public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos) |
356 | { | 356 | { |
357 | float edgeEpsilon = 0.1f; | ||
358 | |||
357 | Vector3 ret = pPos; | 359 | Vector3 ret = pPos; |
358 | 360 | ||
359 | // First, base addresses are never negative so correct for that possible problem. | 361 | // First, base addresses are never negative so correct for that possible problem. |
@@ -378,10 +380,19 @@ public sealed class BSTerrainManager : IDisposable | |||
378 | // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region. | 380 | // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region. |
379 | 381 | ||
380 | // Must be off the top of a region. Find an adjacent region to move into. | 382 | // Must be off the top of a region. Find an adjacent region to move into. |
383 | // The returned terrain is always 'lower'. That is, closer to <0,0>. | ||
381 | Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); | 384 | Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); |
382 | 385 | ||
383 | ret.X = Math.Min(ret.X, adjacentTerrainBase.X + (ret.X % DefaultRegionSize.X)); | 386 | if (adjacentTerrainBase.X < terrainBaseXYZ.X) |
384 | ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + (ret.X % DefaultRegionSize.Y)); | 387 | { |
388 | // moving down into a new region in the X dimension. New position will be the max in the new base. | ||
389 | ret.X = adjacentTerrainBase.X + DefaultRegionSize.X - edgeEpsilon; | ||
390 | } | ||
391 | if (adjacentTerrainBase.Y < terrainBaseXYZ.Y) | ||
392 | { | ||
393 | // moving down into a new region in the X dimension. New position will be the max in the new base. | ||
394 | ret.Y = adjacentTerrainBase.Y + DefaultRegionSize.Y - edgeEpsilon; | ||
395 | } | ||
385 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", | 396 | DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", |
386 | BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); | 397 | BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); |
387 | 398 | ||