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authorJustin Clarke Casey2009-03-05 21:10:39 +0000
committerJustin Clarke Casey2009-03-05 21:10:39 +0000
commit11e1948b57f96e7d22c56e82bfb15b93f62a5cef (patch)
tree854a974e8a9870b7070c28b070f62557d98e13a5 /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 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs5
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
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 {