diff options
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Framework/ILandObject.cs | 15 | ||||
-rw-r--r-- | OpenSim/Region/CoreModules/World/Land/LandObject.cs | 82 | ||||
-rwxr-xr-x | OpenSim/Region/Framework/Scenes/Scene.cs | 47 |
3 files changed, 65 insertions, 79 deletions
diff --git a/OpenSim/Framework/ILandObject.cs b/OpenSim/Framework/ILandObject.cs index ef7a9e6..7a50c2a 100644 --- a/OpenSim/Framework/ILandObject.cs +++ b/OpenSim/Framework/ILandObject.cs | |||
@@ -50,16 +50,19 @@ namespace OpenSim.Framework | |||
50 | IPrimCounts PrimCounts { get; set; } | 50 | IPrimCounts PrimCounts { get; set; } |
51 | 51 | ||
52 | /// <summary> | 52 | /// <summary> |
53 | /// The start point for the land object. This is the western-most point as one scans land working from | 53 | /// The start point for the land object. This is the northern-most point as one scans land working from |
54 | /// north to south. | 54 | /// west to east. |
55 | /// </summary> | 55 | /// </summary> |
56 | Vector3 StartPoint { get; } | 56 | Vector2 StartPoint { get; } |
57 | 57 | ||
58 | /// <summary> | 58 | /// <summary> |
59 | /// The end point for the land object. This is the eastern-most point as one scans land working from | 59 | /// The end point for the land object. This is the southern-most point as one scans land working from |
60 | /// south to north. | 60 | /// west to east. |
61 | /// </summary> | 61 | /// </summary> |
62 | Vector3 EndPoint { get; } | 62 | Vector2 EndPoint { get; } |
63 | |||
64 | // a estimation of a parcel center. | ||
65 | Vector2 CenterPoint { get; } | ||
63 | 66 | ||
64 | bool ContainsPoint(int x, int y); | 67 | bool ContainsPoint(int x, int y); |
65 | 68 | ||
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs index 28652d7..e1cd283 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs | |||
@@ -90,43 +90,32 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
90 | get { return m_scene.RegionInfo.RegionID; } | 90 | get { return m_scene.RegionInfo.RegionID; } |
91 | } | 91 | } |
92 | 92 | ||
93 | public Vector3 StartPoint | 93 | private Vector2 m_startPoint = Vector2.Zero; |
94 | private Vector2 m_endPoint = Vector2.Zero; | ||
95 | private Vector2 m_centerPoint = Vector2.Zero; | ||
96 | |||
97 | public Vector2 StartPoint | ||
94 | { | 98 | { |
95 | get | 99 | get |
96 | { | 100 | { |
97 | for (int y = 0; y < LandBitmap.GetLength(1); y++) | 101 | return m_startPoint; |
98 | { | ||
99 | for (int x = 0; x < LandBitmap.GetLength(0); x++) | ||
100 | { | ||
101 | if (LandBitmap[x, y]) | ||
102 | return new Vector3(x * landUnit, y * landUnit, 0); | ||
103 | } | ||
104 | } | ||
105 | |||
106 | m_log.ErrorFormat("{0} StartPoint. No start point found. bitmapSize=<{1},{2}>", | ||
107 | LogHeader, LandBitmap.GetLength(0), LandBitmap.GetLength(1)); | ||
108 | return new Vector3(-1, -1, -1); | ||
109 | } | 102 | } |
110 | } | 103 | } |
111 | 104 | ||
112 | public Vector3 EndPoint | 105 | public Vector2 EndPoint |
113 | { | 106 | { |
114 | get | 107 | get |
115 | { | 108 | { |
116 | for (int y = LandBitmap.GetLength(1) - 1; y >= 0; y--) | 109 | return m_endPoint; |
117 | { | 110 | } |
118 | for (int x = LandBitmap.GetLength(0) - 1; x >= 0; x--) | 111 | } |
119 | { | ||
120 | if (LandBitmap[x, y]) | ||
121 | { | ||
122 | return new Vector3(x * landUnit + landUnit, y * landUnit + landUnit, 0); | ||
123 | } | ||
124 | } | ||
125 | } | ||
126 | 112 | ||
127 | m_log.ErrorFormat("{0} EndPoint. No end point found. bitmapSize=<{1},{2}>", | 113 | //estimate a center point of a parcel |
128 | LogHeader, LandBitmap.GetLength(0), LandBitmap.GetLength(1)); | 114 | public Vector2 CenterPoint |
129 | return new Vector3(-1, -1, -1); | 115 | { |
116 | get | ||
117 | { | ||
118 | return m_centerPoint; | ||
130 | } | 119 | } |
131 | } | 120 | } |
132 | 121 | ||
@@ -789,6 +778,14 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
789 | int max_y = Int32.MinValue; | 778 | int max_y = Int32.MinValue; |
790 | int tempArea = 0; | 779 | int tempArea = 0; |
791 | int x, y; | 780 | int x, y; |
781 | |||
782 | int lastX = 0; | ||
783 | int lastY = 0; | ||
784 | float avgx = 0f; | ||
785 | float avgy = 0f; | ||
786 | |||
787 | bool needStart = true; | ||
788 | |||
792 | for (x = 0; x < LandBitmap.GetLength(0); x++) | 789 | for (x = 0; x < LandBitmap.GetLength(0); x++) |
793 | { | 790 | { |
794 | for (y = 0; y < LandBitmap.GetLength(1); y++) | 791 | for (y = 0; y < LandBitmap.GetLength(1); y++) |
@@ -803,10 +800,37 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
803 | max_x = x; | 800 | max_x = x; |
804 | if (max_y < y) | 801 | if (max_y < y) |
805 | max_y = y; | 802 | max_y = y; |
806 | tempArea += landUnit * landUnit; //16sqm peice of land | 803 | |
804 | if(needStart) | ||
805 | { | ||
806 | avgx = x; | ||
807 | avgy = y; | ||
808 | m_startPoint.X = x * landUnit; | ||
809 | m_startPoint.Y = y * landUnit; | ||
810 | needStart = false; | ||
811 | } | ||
812 | else | ||
813 | { | ||
814 | avgx = (avgx * tempArea + x) / (tempArea + 1); | ||
815 | avgy = (avgy * tempArea + y) / (tempArea + 1); | ||
816 | } | ||
817 | |||
818 | tempArea++; | ||
819 | |||
820 | lastX = x; | ||
821 | lastY = y; | ||
807 | } | 822 | } |
808 | } | 823 | } |
809 | } | 824 | } |
825 | |||
826 | int halfunit = landUnit/2; | ||
827 | |||
828 | m_centerPoint.X = avgx * landUnit + halfunit; | ||
829 | m_centerPoint.Y = avgy * landUnit + halfunit; | ||
830 | |||
831 | m_endPoint.X = lastX * landUnit + landUnit; | ||
832 | m_endPoint.Y = lastY * landUnit + landUnit; | ||
833 | |||
810 | int tx = min_x * landUnit; | 834 | int tx = min_x * landUnit; |
811 | if (tx > ((int)m_scene.RegionInfo.RegionSizeX - 1)) | 835 | if (tx > ((int)m_scene.RegionInfo.RegionSizeX - 1)) |
812 | tx = ((int)m_scene.RegionInfo.RegionSizeX - 1); | 836 | tx = ((int)m_scene.RegionInfo.RegionSizeX - 1); |
@@ -847,7 +871,7 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
847 | = new Vector3( | 871 | = new Vector3( |
848 | (float)(tx), (float)(ty), m_scene != null ? (float)m_scene.Heightmap[htx, hty] : 0); | 872 | (float)(tx), (float)(ty), m_scene != null ? (float)m_scene.Heightmap[htx, hty] : 0); |
849 | 873 | ||
850 | LandData.Area = tempArea; | 874 | LandData.Area = tempArea * landUnit * landUnit; |
851 | } | 875 | } |
852 | 876 | ||
853 | #endregion | 877 | #endregion |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 4d2cdd9..1857fd8 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -5827,7 +5827,7 @@ Environment.Exit(1); | |||
5827 | 5827 | ||
5828 | private Vector3 GetParcelCenterAtGround(ILandObject parcel) | 5828 | private Vector3 GetParcelCenterAtGround(ILandObject parcel) |
5829 | { | 5829 | { |
5830 | Vector2 center = GetParcelCenter(parcel); | 5830 | Vector2 center = parcel.CenterPoint; |
5831 | return GetPositionAtGround(center.X, center.Y); | 5831 | return GetPositionAtGround(center.X, center.Y); |
5832 | } | 5832 | } |
5833 | 5833 | ||
@@ -5880,53 +5880,12 @@ Environment.Exit(1); | |||
5880 | 5880 | ||
5881 | private Vector2 GetParcelSafeCorner(ILandObject parcel) | 5881 | private Vector2 GetParcelSafeCorner(ILandObject parcel) |
5882 | { | 5882 | { |
5883 | Vector3 start = parcel.StartPoint; | 5883 | return parcel.StartPoint; |
5884 | float x = start.X + 2.0f; | ||
5885 | float y = start.Y + 2.0f; | ||
5886 | return new Vector2(x, y); | ||
5887 | } | 5884 | } |
5888 | 5885 | ||
5889 | private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y) | 5886 | private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y) |
5890 | { | 5887 | { |
5891 | return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel)); | 5888 | return Vector2.Distance(new Vector2(x, y), parcel.CenterPoint); |
5892 | } | ||
5893 | |||
5894 | //calculate the average center point of a parcel | ||
5895 | private Vector2 GetParcelCenter(ILandObject parcel) | ||
5896 | { | ||
5897 | int count = 0; | ||
5898 | int avgx = 0; | ||
5899 | int avgy = 0; | ||
5900 | Vector3 start = parcel.StartPoint; | ||
5901 | Vector3 end = parcel.EndPoint; | ||
5902 | int startX = (int) start.X; | ||
5903 | int startY = (int) start.Y; | ||
5904 | int endX = (int) end.X; | ||
5905 | int endY = (int) end.Y; | ||
5906 | |||
5907 | for (int x = startX; x < endX; x += 4) | ||
5908 | { | ||
5909 | for (int y = startY; y < endY; y += 4) | ||
5910 | { | ||
5911 | //Just keep a running average as we check if all the points are inside or not | ||
5912 | if (parcel.ContainsPoint(x, y)) | ||
5913 | { | ||
5914 | if (count == 0) | ||
5915 | { | ||
5916 | avgx = x; | ||
5917 | avgy = y; | ||
5918 | } | ||
5919 | else | ||
5920 | { | ||
5921 | avgx = (avgx * count + x) / (count + 1); | ||
5922 | avgy = (avgy * count + y) / (count + 1); | ||
5923 | } | ||
5924 | count += 1; | ||
5925 | } | ||
5926 | } | ||
5927 | } | ||
5928 | |||
5929 | return new Vector2(avgx, avgy); | ||
5930 | } | 5889 | } |
5931 | 5890 | ||
5932 | private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar) | 5891 | private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar) |