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author | Adam Frisby | 2008-02-14 12:16:33 +0000 |
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committer | Adam Frisby | 2008-02-14 12:16:33 +0000 |
commit | f3afa68a2af6ad5999e6efe3e4725cb17293108d (patch) | |
tree | 4253a44bee39976d6b3dd6813439f5966cf12632 /OpenSim/Region/Physics/POSPlugin | |
parent | * Exposed AddHandlers in response to mantis #534. Thanks, kmeisthax! (diff) | |
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* Made new Framework.Constants class, added RegionSize member.
* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize.
* Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
Diffstat (limited to 'OpenSim/Region/Physics/POSPlugin')
-rw-r--r-- | OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs index 7652934..3bd25f6 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | |||
@@ -203,21 +203,21 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
203 | { | 203 | { |
204 | character.Position.Y = 0.1F; | 204 | character.Position.Y = 0.1F; |
205 | } | 205 | } |
206 | else if (character.Position.Y >= 256) | 206 | else if (character.Position.Y >= Constants.RegionSize) |
207 | { | 207 | { |
208 | character.Position.Y = 255.9F; | 208 | character.Position.Y = Constants.RegionSize - 0.1f; |
209 | } | 209 | } |
210 | 210 | ||
211 | if (character.Position.X < 0) | 211 | if (character.Position.X < 0) |
212 | { | 212 | { |
213 | character.Position.X = 0.1F; | 213 | character.Position.X = 0.1F; |
214 | } | 214 | } |
215 | else if (character.Position.X >= 256) | 215 | else if (character.Position.X >= Constants.RegionSize) |
216 | { | 216 | { |
217 | character.Position.X = 255.9F; | 217 | character.Position.X = Constants.RegionSize - 0.1f; |
218 | } | 218 | } |
219 | 219 | ||
220 | float terrainheight = _heightMap[(int) character.Position.Y*256 + (int) character.Position.X]; | 220 | float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; |
221 | if (character.Position.Z + (character._target_velocity.Z*timeStep) < terrainheight + 2) | 221 | if (character.Position.Z + (character._target_velocity.Z*timeStep) < terrainheight + 2) |
222 | { | 222 | { |
223 | character.Position.Z = terrainheight + 1.0f; | 223 | character.Position.Z = terrainheight + 1.0f; |
@@ -269,18 +269,18 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
269 | { | 269 | { |
270 | character.Position.Y = 0.1F; | 270 | character.Position.Y = 0.1F; |
271 | } | 271 | } |
272 | else if (character.Position.Y >= 256) | 272 | else if (character.Position.Y >= Constants.RegionSize) |
273 | { | 273 | { |
274 | character.Position.Y = 255.9F; | 274 | character.Position.Y = Constants.RegionSize - 0.1f; |
275 | } | 275 | } |
276 | 276 | ||
277 | if (character.Position.X < 0) | 277 | if (character.Position.X < 0) |
278 | { | 278 | { |
279 | character.Position.X = 0.1F; | 279 | character.Position.X = 0.1F; |
280 | } | 280 | } |
281 | else if (character.Position.X >= 256) | 281 | else if (character.Position.X >= Constants.RegionSize) |
282 | { | 282 | { |
283 | character.Position.X = 255.9F; | 283 | character.Position.X = Constants.RegionSize - 0.1f; |
284 | } | 284 | } |
285 | 285 | ||
286 | character._velocity.X = (character.Position.X - oldposX)/timeStep; | 286 | character._velocity.X = (character.Position.X - oldposX)/timeStep; |