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author | Justin Clarke Casey | 2009-03-05 21:10:39 +0000 |
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committer | Justin Clarke Casey | 2009-03-05 21:10:39 +0000 |
commit | 11e1948b57f96e7d22c56e82bfb15b93f62a5cef (patch) | |
tree | 854a974e8a9870b7070c28b070f62557d98e13a5 /OpenSim/Region/Framework/Scenes | |
parent | * refactor: move media and music url setting from scene into LandObject (diff) | |
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* Replace Scene.GetLandHeight() with a straight query to Scene.Heightmap (which is used in other contexts)
Diffstat (limited to '')
4 files changed, 4 insertions, 8 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs index 67cc1a1..edd1804 100644 --- a/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs | |||
@@ -88,7 +88,8 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid | |||
88 | } | 88 | } |
89 | // TODO: Get proper AVG Height | 89 | // TODO: Get proper AVG Height |
90 | float localAVHeight = 1.56f; | 90 | float localAVHeight = 1.56f; |
91 | float posZLimit = (float)avatar.Scene.GetLandHeight((int)position.X, (int)position.Y); | 91 | |
92 | float posZLimit = (float)avatar.Scene.Heightmap[(int)position.X, (int)position.Y]; | ||
92 | float newPosZ = posZLimit + localAVHeight; | 93 | float newPosZ = posZLimit + localAVHeight; |
93 | if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) | 94 | if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) |
94 | { | 95 | { |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 7776215..aa0218b 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -3019,11 +3019,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3019 | m_eventManager.TriggerOnPluginConsole(args); | 3019 | m_eventManager.TriggerOnPluginConsole(args); |
3020 | } | 3020 | } |
3021 | 3021 | ||
3022 | public double GetLandHeight(int x, int y) | ||
3023 | { | ||
3024 | return Heightmap[x, y]; | ||
3025 | } | ||
3026 | |||
3027 | public UUID GetLandOwner(float x, float y) | 3022 | public UUID GetLandOwner(float x, float y) |
3028 | { | 3023 | { |
3029 | ILandObject land = LandChannel.GetLandObject(x, y); | 3024 | ILandObject land = LandChannel.GetLandObject(x, y); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index c3b60f8..28ea8b0 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | |||
@@ -710,7 +710,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
710 | 710 | ||
711 | // TODO: Get proper AVG Height | 711 | // TODO: Get proper AVG Height |
712 | float localAVHeight = 1.56f; | 712 | float localAVHeight = 1.56f; |
713 | float posZLimit = (float)avatar.Scene.GetLandHeight((int)position.X, (int)position.Y); | 713 | float posZLimit = (float)avatar.Scene.Heightmap[(int)position.X, (int)position.Y]; |
714 | float newPosZ = posZLimit + localAVHeight; | 714 | float newPosZ = posZLimit + localAVHeight; |
715 | if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) | 715 | if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) |
716 | { | 716 | { |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 6eb6ea4..67f6c29 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -848,7 +848,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
848 | localAVHeight = m_avHeight; | 848 | localAVHeight = m_avHeight; |
849 | } | 849 | } |
850 | 850 | ||
851 | float posZLimit = (float)m_scene.GetLandHeight((int)pos.X, (int)pos.Y); | 851 | float posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; |
852 | float newPosZ = posZLimit + localAVHeight / 2; | 852 | float newPosZ = posZLimit + localAVHeight / 2; |
853 | if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) | 853 | if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) |
854 | { | 854 | { |