diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 40 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 56 |
3 files changed, 50 insertions, 50 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs index 98228e4..26bc922 100644 --- a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs | |||
@@ -32,8 +32,8 @@ using OpenSim.Framework; | |||
32 | namespace OpenSim.Region.Framework.Interfaces | 32 | namespace OpenSim.Region.Framework.Interfaces |
33 | { | 33 | { |
34 | public interface IAvatarFactoryModule | 34 | public interface IAvatarFactoryModule |
35 | { | 35 | { |
36 | 36 | ||
37 | void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); | 37 | void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); |
38 | 38 | ||
39 | /// <summary> | 39 | /// <summary> |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 724c635..64ed6c7 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -960,6 +960,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
960 | return found; | 960 | return found; |
961 | } | 961 | } |
962 | 962 | ||
963 | /// <summary> | ||
964 | /// Checks whether this region has a neighbour in the given direction. | ||
965 | /// </summary> | ||
966 | /// <param name="car"></param> | ||
967 | /// <param name="fix"></param> | ||
968 | /// <returns> | ||
969 | /// An integer which represents a compass point. N == 1, going clockwise until we reach NW == 8. | ||
970 | /// Returns a positive integer if there is a region in that direction, a negative integer if not. | ||
971 | /// </returns> | ||
972 | public int HaveNeighbor(Cardinals car, ref int[] fix) | ||
973 | { | ||
974 | uint neighbourx = RegionInfo.RegionLocX; | ||
975 | uint neighboury = RegionInfo.RegionLocY; | ||
976 | |||
977 | int dir = (int)car; | ||
978 | |||
979 | if (dir > 1 && dir < 5) //Heading East | ||
980 | neighbourx++; | ||
981 | else if (dir > 5) // Heading West | ||
982 | neighbourx--; | ||
983 | |||
984 | if (dir < 3 || dir == 8) // Heading North | ||
985 | neighboury++; | ||
986 | else if (dir > 3 && dir < 7) // Heading Sout | ||
987 | neighboury--; | ||
988 | |||
989 | int x = (int)(neighbourx * Constants.RegionSize); | ||
990 | int y = (int)(neighboury * Constants.RegionSize); | ||
991 | GridRegion neighbourRegion = GridService.GetRegionByPosition(RegionInfo.ScopeID, x, y); | ||
992 | |||
993 | if (neighbourRegion == null) | ||
994 | { | ||
995 | fix[0] = (int)(RegionInfo.RegionLocX - neighbourx); | ||
996 | fix[1] = (int)(RegionInfo.RegionLocY - neighboury); | ||
997 | return dir * (-1); | ||
998 | } | ||
999 | else | ||
1000 | return dir; | ||
1001 | } | ||
1002 | |||
963 | // Alias IncomingHelloNeighbour OtherRegionUp, for now | 1003 | // Alias IncomingHelloNeighbour OtherRegionUp, for now |
964 | public GridRegion IncomingHelloNeighbour(RegionInfo neighbour) | 1004 | public GridRegion IncomingHelloNeighbour(RegionInfo neighbour) |
965 | { | 1005 | { |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 464f8f0..8eb069f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -2782,17 +2782,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2782 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) | 2782 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) |
2783 | { | 2783 | { |
2784 | needsTransit = true; | 2784 | needsTransit = true; |
2785 | neighbor = HaveNeighbor(Cardinals.SW, ref fix); | 2785 | neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix); |
2786 | } | 2786 | } |
2787 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) | 2787 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) |
2788 | { | 2788 | { |
2789 | needsTransit = true; | 2789 | needsTransit = true; |
2790 | neighbor = HaveNeighbor(Cardinals.NW, ref fix); | 2790 | neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix); |
2791 | } | 2791 | } |
2792 | else | 2792 | else |
2793 | { | 2793 | { |
2794 | needsTransit = true; | 2794 | needsTransit = true; |
2795 | neighbor = HaveNeighbor(Cardinals.W, ref fix); | 2795 | neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix); |
2796 | } | 2796 | } |
2797 | } | 2797 | } |
2798 | else if (m_scene.TestBorderCross(pos2, Cardinals.E)) | 2798 | else if (m_scene.TestBorderCross(pos2, Cardinals.E)) |
@@ -2800,28 +2800,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
2800 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) | 2800 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) |
2801 | { | 2801 | { |
2802 | needsTransit = true; | 2802 | needsTransit = true; |
2803 | neighbor = HaveNeighbor(Cardinals.SE, ref fix); | 2803 | neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix); |
2804 | } | 2804 | } |
2805 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) | 2805 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) |
2806 | { | 2806 | { |
2807 | needsTransit = true; | 2807 | needsTransit = true; |
2808 | neighbor = HaveNeighbor(Cardinals.NE, ref fix); | 2808 | neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix); |
2809 | } | 2809 | } |
2810 | else | 2810 | else |
2811 | { | 2811 | { |
2812 | needsTransit = true; | 2812 | needsTransit = true; |
2813 | neighbor = HaveNeighbor(Cardinals.E, ref fix); | 2813 | neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix); |
2814 | } | 2814 | } |
2815 | } | 2815 | } |
2816 | else if (m_scene.TestBorderCross(pos2, Cardinals.S)) | 2816 | else if (m_scene.TestBorderCross(pos2, Cardinals.S)) |
2817 | { | 2817 | { |
2818 | needsTransit = true; | 2818 | needsTransit = true; |
2819 | neighbor = HaveNeighbor(Cardinals.S, ref fix); | 2819 | neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix); |
2820 | } | 2820 | } |
2821 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) | 2821 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) |
2822 | { | 2822 | { |
2823 | needsTransit = true; | 2823 | needsTransit = true; |
2824 | neighbor = HaveNeighbor(Cardinals.N, ref fix); | 2824 | neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix); |
2825 | } | 2825 | } |
2826 | 2826 | ||
2827 | // Makes sure avatar does not end up outside region | 2827 | // Makes sure avatar does not end up outside region |
@@ -2897,46 +2897,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2897 | } | 2897 | } |
2898 | 2898 | ||
2899 | /// <summary> | 2899 | /// <summary> |
2900 | /// Checks whether this region has a neighbour in the given direction. | ||
2901 | /// </summary> | ||
2902 | /// <param name="car"></param> | ||
2903 | /// <param name="fix"></param> | ||
2904 | /// <returns> | ||
2905 | /// An integer which represents a compass point. N == 1, going clockwise until we reach NW == 8. | ||
2906 | /// Returns a positive integer if there is a region in that direction, a negative integer if not. | ||
2907 | /// </returns> | ||
2908 | protected int HaveNeighbor(Cardinals car, ref int[] fix) | ||
2909 | { | ||
2910 | uint neighbourx = m_scene.RegionInfo.RegionLocX; | ||
2911 | uint neighboury = m_scene.RegionInfo.RegionLocY; | ||
2912 | |||
2913 | int dir = (int)car; | ||
2914 | |||
2915 | if (dir > 1 && dir < 5) //Heading East | ||
2916 | neighbourx++; | ||
2917 | else if (dir > 5) // Heading West | ||
2918 | neighbourx--; | ||
2919 | |||
2920 | if (dir < 3 || dir == 8) // Heading North | ||
2921 | neighboury++; | ||
2922 | else if (dir > 3 && dir < 7) // Heading Sout | ||
2923 | neighboury--; | ||
2924 | |||
2925 | int x = (int)(neighbourx * Constants.RegionSize); | ||
2926 | int y = (int)(neighboury * Constants.RegionSize); | ||
2927 | GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y); | ||
2928 | |||
2929 | if (neighbourRegion == null) | ||
2930 | { | ||
2931 | fix[0] = (int)(m_scene.RegionInfo.RegionLocX - neighbourx); | ||
2932 | fix[1] = (int)(m_scene.RegionInfo.RegionLocY - neighboury); | ||
2933 | return dir * (-1); | ||
2934 | } | ||
2935 | else | ||
2936 | return dir; | ||
2937 | } | ||
2938 | |||
2939 | /// <summary> | ||
2940 | /// Moves the agent outside the region bounds | 2900 | /// Moves the agent outside the region bounds |
2941 | /// Tells neighbor region that we're crossing to it | 2901 | /// Tells neighbor region that we're crossing to it |
2942 | /// If the neighbor accepts, remove the agent's viewable avatar from this scene | 2902 | /// If the neighbor accepts, remove the agent's viewable avatar from this scene |