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author | Teravus Ovares | 2008-02-11 01:43:54 +0000 |
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committer | Teravus Ovares | 2008-02-11 01:43:54 +0000 |
commit | a56664cf5910876b8ab7ca175bdb88918ec15280 (patch) | |
tree | 15dc2b901d24968170890c9c68db5f16d47149b4 /OpenSim/Region/Environment/Scenes/Scene.cs | |
parent | state_entry is now executed on state change. (diff) | |
download | opensim-SC_OLD-a56664cf5910876b8ab7ca175bdb88918ec15280.zip opensim-SC_OLD-a56664cf5910876b8ab7ca175bdb88918ec15280.tar.gz opensim-SC_OLD-a56664cf5910876b8ab7ca175bdb88918ec15280.tar.bz2 opensim-SC_OLD-a56664cf5910876b8ab7ca175bdb88918ec15280.tar.xz |
* um, Prim crossings? Experimental.
* Backup your database just in case.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.cs | 114 |
1 files changed, 70 insertions, 44 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 015ba12..999de9c 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs | |||
@@ -1089,50 +1089,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1089 | if (target != null) | 1089 | if (target != null) |
1090 | { | 1090 | { |
1091 | pos = target.AbsolutePosition; | 1091 | pos = target.AbsolutePosition; |
1092 | 1092 | // TODO: Raytrace here | |
1093 | //m_log.Info("[RAYTRACE]: " + pos.ToString()); | ||
1094 | //EntityIntersection rayTracing = null; | ||
1095 | //ScenePresence presence = ((ScenePresence)GetScenePresence(ownerID)); | ||
1096 | //if (presence != null) | ||
1097 | //{ | ||
1098 | //Vector3 CameraPosition = presence.CameraPosition; | ||
1099 | //Vector3 rayEnd = new Vector3(pos.X, pos.Y, pos.Z); | ||
1100 | |||
1101 | //float rayMag = m_innerScene.Vector3Distance(CameraPosition, rayEnd); | ||
1102 | //LLVector3 rayDirectionLL = Util.GetNormal(pos); | ||
1103 | |||
1104 | //Vector3 rayDirection = new Vector3(rayDirectionLL.X, rayDirectionLL.Y, rayDirectionLL.Z); | ||
1105 | |||
1106 | //Ray rezRay = new Ray(CameraPosition, rayDirection); | ||
1107 | |||
1108 | //Vector3 RezDirectionFromCamera = rezRay.Direction; | ||
1109 | |||
1110 | //rayTracing = m_innerScene.GetClosestIntersectingPrim(rezRay); | ||
1111 | //} | ||
1112 | |||
1113 | //if ((rayTracing != null) && (rayTracing.HitTF)) | ||
1114 | //{ | ||
1115 | // We raytraced and found a prim in the way of the ground.. so | ||
1116 | // We will rez the object somewhere close to the prim. Better math needed. This is a Stub | ||
1117 | //Vector3 Newpos = new Vector3(rayTracing.obj.AbsolutePosition.X,rayTracing.obj.AbsolutePosition.Y,rayTracing.obj.AbsolutePosition.Z); | ||
1118 | //Vector3 Newpos = rayTracing.ipoint; | ||
1119 | //Vector3 NewScale = | ||
1120 | //new Vector3(rayTracing.obj.Scale.X, rayTracing.obj.Scale.Y, rayTracing.obj.Scale.Z); | ||
1121 | |||
1122 | //Quaternion ParentRot = rayTracing.obj.ParentGroup.Rotation; | ||
1123 | //Quaternion ParentRot = new Quaternion(primParentRot.W,primParentRot.X,primParentRot.Y,primParentRot.Z); | ||
1124 | |||
1125 | //LLQuaternion primLocalRot = rayTracing.obj.RotationOffset; | ||
1126 | //Quaternion LocalRot = new Quaternion(primLocalRot.W, primLocalRot.X, primLocalRot.Y, primLocalRot.Z); | ||
1127 | |||
1128 | //Quaternion NewRot = LocalRot * ParentRot; | ||
1129 | |||
1130 | //Vector3 RezPoint = Newpos; | ||
1131 | |||
1132 | //m_log.Info("[REZINFO]: Possible Rez Point:" + RezPoint.ToString()); | ||
1133 | //pos = new LLVector3(RezPoint.x, RezPoint.y, RezPoint.z); | ||
1134 | //} | ||
1135 | |||
1136 | return pos; | 1093 | return pos; |
1137 | } | 1094 | } |
1138 | else | 1095 | else |
@@ -1253,6 +1210,73 @@ namespace OpenSim.Region.Environment.Scenes | |||
1253 | m_sceneXmlLoader.SavePrimsToXml2(fileName); | 1210 | m_sceneXmlLoader.SavePrimsToXml2(fileName); |
1254 | } | 1211 | } |
1255 | 1212 | ||
1213 | public void CrossPrimGroupIntoNewRegion(LLVector3 position, SceneObjectGroup grp) | ||
1214 | { | ||
1215 | m_log.Warn("Prim crossing: " + grp.UUID.ToString()); | ||
1216 | int thisx = (int)RegionInfo.RegionLocX; | ||
1217 | int thisy = (int)RegionInfo.RegionLocY; | ||
1218 | ulong newRegionHandle = 0; | ||
1219 | LLVector3 pos = grp.AbsolutePosition; | ||
1220 | |||
1221 | if (position.X > 255.6f) | ||
1222 | { | ||
1223 | pos.X = ((pos.X - 256) + 10); | ||
1224 | |||
1225 | newRegionHandle = Util.UIntsToLong((uint)((thisx + 1) * 256), (uint)(thisy * 256)); | ||
1226 | |||
1227 | // x + 1 | ||
1228 | } | ||
1229 | else if (position.X < 0.4f) | ||
1230 | { | ||
1231 | pos.X = ((pos.X + 256) - 10); | ||
1232 | newRegionHandle = Util.UIntsToLong((uint)((thisx - 1) * 256), (uint)(thisy * 256)); | ||
1233 | // x - 1 | ||
1234 | } | ||
1235 | |||
1236 | if (position.Y > 255.6f) | ||
1237 | { | ||
1238 | pos.Y = ((pos.Y - 256) + 10); | ||
1239 | newRegionHandle = Util.UIntsToLong((uint)(thisx * 256), (uint)((thisy + 1) * 256)); | ||
1240 | // y + 1 | ||
1241 | } | ||
1242 | else if (position.Y < 0.4f) | ||
1243 | { | ||
1244 | pos.Y = ((pos.Y + 256) - 10); | ||
1245 | newRegionHandle = Util.UIntsToLong((uint)(thisx * 256), (uint)((thisy - 1) * 256)); | ||
1246 | // y - 1 | ||
1247 | } | ||
1248 | |||
1249 | // Offset the positions for the new region across the border | ||
1250 | grp.OffsetForNewRegion(pos); | ||
1251 | |||
1252 | if (newRegionHandle != 0) | ||
1253 | { | ||
1254 | bool successYN = false; | ||
1255 | successYN = m_sceneGridService.PrimCrossToNeighboringRegion(newRegionHandle, grp.UUID, m_sceneXmlLoader.SavePrimGroupToXML2String(grp)); | ||
1256 | if (successYN) | ||
1257 | { | ||
1258 | // We remove the object here | ||
1259 | try | ||
1260 | { | ||
1261 | DeleteSceneObjectGroup(grp); | ||
1262 | } | ||
1263 | catch (System.Exception) | ||
1264 | { | ||
1265 | m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border."); | ||
1266 | } | ||
1267 | } | ||
1268 | else | ||
1269 | { | ||
1270 | m_log.Warn("[INTERREGION]: Prim Crossing Failed!"); | ||
1271 | } | ||
1272 | } | ||
1273 | } | ||
1274 | public void IncomingInterRegionPrimGroup(ulong regionHandle, LLUUID primID, string objXMLData) | ||
1275 | { | ||
1276 | m_log.Warn("{[INTERREGION]: OMG! A new prim arrived from a neighbor!.. Kyill eeehht! before it corrupts my entire database! AHHH! I feel so dirty now! yuck! ack! arg!"); | ||
1277 | m_sceneXmlLoader.LoadGroupFromXml2String(objXMLData); | ||
1278 | |||
1279 | } | ||
1256 | #endregion | 1280 | #endregion |
1257 | 1281 | ||
1258 | #region Add/Remove Avatar Methods | 1282 | #region Add/Remove Avatar Methods |
@@ -1527,6 +1551,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1527 | m_sceneGridService.OnCloseAgentConnection += CloseConnection; | 1551 | m_sceneGridService.OnCloseAgentConnection += CloseConnection; |
1528 | m_sceneGridService.OnRegionUp += OtherRegionUp; | 1552 | m_sceneGridService.OnRegionUp += OtherRegionUp; |
1529 | m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; | 1553 | m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; |
1554 | m_sceneGridService.OnExpectPrim += IncomingInterRegionPrimGroup; | ||
1530 | 1555 | ||
1531 | 1556 | ||
1532 | 1557 | ||
@@ -1540,6 +1565,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1540 | /// </summary> | 1565 | /// </summary> |
1541 | public void UnRegisterReginWithComms() | 1566 | public void UnRegisterReginWithComms() |
1542 | { | 1567 | { |
1568 | m_sceneGridService.OnExpectPrim -= IncomingInterRegionPrimGroup; | ||
1543 | m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; | 1569 | m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; |
1544 | m_sceneGridService.OnRegionUp -= OtherRegionUp; | 1570 | m_sceneGridService.OnRegionUp -= OtherRegionUp; |
1545 | m_sceneGridService.OnExpectUser -= NewUserConnection; | 1571 | m_sceneGridService.OnExpectUser -= NewUserConnection; |