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-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs24
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs23
4 files changed, 23 insertions, 28 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index 7698127..48fa3dc 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.Environment.Scenes
81 m_parentScene = parent; 81 m_parentScene = parent;
82 m_regInfo = regInfo; 82 m_regInfo = regInfo;
83 PermissionsMngr = permissionsMngr; 83 PermissionsMngr = permissionsMngr;
84 QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, 256, 256); 84 QuadTree = new BasicQuadTreeNode(null, "/0/", 0, 0, (short)Constants.RegionSize, (short)Constants.RegionSize);
85 QuadTree.Subdivide(); 85 QuadTree.Subdivide();
86 QuadTree.Subdivide(); 86 QuadTree.Subdivide();
87 } 87 }
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 5842932..eec51e6 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1232,31 +1232,31 @@ namespace OpenSim.Region.Environment.Scenes
1232 ulong newRegionHandle = 0; 1232 ulong newRegionHandle = 0;
1233 LLVector3 pos = position; 1233 LLVector3 pos = position;
1234 1234
1235 if (position.X > 257f) 1235 if (position.X > Constants.RegionSize + 0.1f)
1236 { 1236 {
1237 pos.X = ((pos.X - 256)); 1237 pos.X = ((pos.X - Constants.RegionSize));
1238 1238
1239 newRegionHandle = Util.UIntsToLong((uint)((thisx + 1) * 256), (uint)(thisy * 256)); 1239 newRegionHandle = Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
1240 1240
1241 // x + 1 1241 // x + 1
1242 } 1242 }
1243 else if (position.X < -1f) 1243 else if (position.X < -0.1f)
1244 { 1244 {
1245 pos.X = ((pos.X + 256)); 1245 pos.X = ((pos.X + Constants.RegionSize));
1246 newRegionHandle = Util.UIntsToLong((uint)((thisx - 1) * 256), (uint)(thisy * 256)); 1246 newRegionHandle = Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
1247 // x - 1 1247 // x - 1
1248 } 1248 }
1249 1249
1250 if (position.Y > 257f) 1250 if (position.Y > Constants.RegionSize + 0.1f)
1251 { 1251 {
1252 pos.Y = ((pos.Y - 256)); 1252 pos.Y = ((pos.Y - Constants.RegionSize));
1253 newRegionHandle = Util.UIntsToLong((uint)(thisx * 256), (uint)((thisy + 1) * 256)); 1253 newRegionHandle = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize));
1254 // y + 1 1254 // y + 1
1255 } 1255 }
1256 else if (position.Y < -1f) 1256 else if (position.Y < -1f)
1257 { 1257 {
1258 pos.Y = ((pos.Y + 256)); 1258 pos.Y = ((pos.Y + Constants.RegionSize));
1259 newRegionHandle = Util.UIntsToLong((uint)(thisx * 256), (uint)((thisy - 1) * 256)); 1259 newRegionHandle = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize));
1260 // y - 1 1260 // y - 1
1261 } 1261 }
1262 1262
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index aa2f2d0..e8d4766 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -387,7 +387,7 @@ namespace OpenSim.Region.Environment.Scenes
387 // This may need to be updated to the maximum draw distance possible.. 387 // This may need to be updated to the maximum draw distance possible..
388 // We might (and probably will) be checking for prim creation from other sims 388 // We might (and probably will) be checking for prim creation from other sims
389 // when the camera crosses the border. 389 // when the camera crosses the border.
390 float idist = 256f; 390 float idist = (float)Constants.RegionSize;
391 391
392 392
393 if (inter.HitTF) 393 if (inter.HitTF)
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 61fce39..2b02ab9 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -1514,12 +1514,12 @@ namespace OpenSim.Region.Environment.Scenes
1514 pos2.Y = pos2.Y + (vel.Y*timeStep); 1514 pos2.Y = pos2.Y + (vel.Y*timeStep);
1515 pos2.Z = pos2.Z + (vel.Z*timeStep); 1515 pos2.Z = pos2.Z + (vel.Z*timeStep);
1516 1516
1517 if ((pos2.X < 0) || (pos2.X > 256)) 1517 if ((pos2.X < 0) || (pos2.X > Constants.RegionSize))
1518 { 1518 {
1519 CrossToNewRegion(); 1519 CrossToNewRegion();
1520 } 1520 }
1521 1521
1522 if ((pos2.Y < 0) || (pos2.Y > 256)) 1522 if ((pos2.Y < 0) || (pos2.Y > Constants.RegionSize))
1523 { 1523 {
1524 CrossToNewRegion(); 1524 CrossToNewRegion();
1525 } 1525 }
@@ -1544,17 +1544,12 @@ namespace OpenSim.Region.Environment.Scenes
1544 // distance into new region to place avatar 1544 // distance into new region to place avatar
1545 const float enterDistance = 0.1f; 1545 const float enterDistance = 0.1f;
1546 1546
1547 // region size
1548 // TODO: this should be hard-coded in some common place
1549 const float regionWidth = 256;
1550 const float regionHeight = 256;
1551
1552 if (pos.X < boundaryDistance) 1547 if (pos.X < boundaryDistance)
1553 { 1548 {
1554 neighbourx--; 1549 neighbourx--;
1555 newpos.X = regionWidth - enterDistance; 1550 newpos.X = Constants.RegionSize - enterDistance;
1556 } 1551 }
1557 else if (pos.X > regionWidth - boundaryDistance) 1552 else if (pos.X > Constants.RegionSize - boundaryDistance)
1558 { 1553 {
1559 neighbourx++; 1554 neighbourx++;
1560 newpos.X = enterDistance; 1555 newpos.X = enterDistance;
@@ -1563,16 +1558,16 @@ namespace OpenSim.Region.Environment.Scenes
1563 if (pos.Y < boundaryDistance) 1558 if (pos.Y < boundaryDistance)
1564 { 1559 {
1565 neighboury--; 1560 neighboury--;
1566 newpos.Y = regionHeight - enterDistance; 1561 newpos.Y = Constants.RegionSize - enterDistance;
1567 } 1562 }
1568 else if (pos.Y > regionHeight - boundaryDistance) 1563 else if (pos.Y > Constants.RegionSize - boundaryDistance)
1569 { 1564 {
1570 neighboury++; 1565 neighboury++;
1571 newpos.Y = enterDistance; 1566 newpos.Y = enterDistance;
1572 } 1567 }
1573 1568
1574 LLVector3 vel = m_velocity; 1569 LLVector3 vel = m_velocity;
1575 ulong neighbourHandle = Helpers.UIntsToLong((uint) (neighbourx*256), (uint) (neighboury*256)); 1570 ulong neighbourHandle = Helpers.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
1576 SimpleRegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle); 1571 SimpleRegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
1577 if (neighbourRegion != null) 1572 if (neighbourRegion != null)
1578 { 1573 {
@@ -1622,8 +1617,8 @@ namespace OpenSim.Region.Environment.Scenes
1622 public void ChildAgentDataUpdate(ChildAgentDataUpdate cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY) 1617 public void ChildAgentDataUpdate(ChildAgentDataUpdate cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
1623 { 1618 {
1624 // 1619 //
1625 int shiftx = ((int)rRegionX - (int)tRegionX) * 256; 1620 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
1626 int shifty = ((int)rRegionY - (int)tRegionY) * 256; 1621 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize;
1627 1622
1628 m_DrawDistance = cAgentData.drawdistance; 1623 m_DrawDistance = cAgentData.drawdistance;
1629 m_pos = new LLVector3(cAgentData.Position.x + shiftx, cAgentData.Position.y + shifty, cAgentData.Position.z); 1624 m_pos = new LLVector3(cAgentData.Position.x + shiftx, cAgentData.Position.y + shifty, cAgentData.Position.z);