calculate land startpoint, endpoint and center estimate when it is updated, it not every time they are needed

LSLKeyTest
UbitUmarov 2015-12-14 11:57:24 +00:00
parent ca6b5fc80d
commit 2a354f6c28
3 changed files with 65 additions and 79 deletions

View File

@ -50,16 +50,19 @@ namespace OpenSim.Framework
IPrimCounts PrimCounts { get; set; }
/// <summary>
/// The start point for the land object. This is the western-most point as one scans land working from
/// north to south.
/// The start point for the land object. This is the northern-most point as one scans land working from
/// west to east.
/// </summary>
Vector3 StartPoint { get; }
Vector2 StartPoint { get; }
/// <summary>
/// The end point for the land object. This is the eastern-most point as one scans land working from
/// south to north.
/// The end point for the land object. This is the southern-most point as one scans land working from
/// west to east.
/// </summary>
Vector3 EndPoint { get; }
Vector2 EndPoint { get; }
// a estimation of a parcel center.
Vector2 CenterPoint { get; }
bool ContainsPoint(int x, int y);

View File

@ -90,43 +90,32 @@ namespace OpenSim.Region.CoreModules.World.Land
get { return m_scene.RegionInfo.RegionID; }
}
public Vector3 StartPoint
private Vector2 m_startPoint = Vector2.Zero;
private Vector2 m_endPoint = Vector2.Zero;
private Vector2 m_centerPoint = Vector2.Zero;
public Vector2 StartPoint
{
get
{
for (int y = 0; y < LandBitmap.GetLength(1); y++)
{
for (int x = 0; x < LandBitmap.GetLength(0); x++)
{
if (LandBitmap[x, y])
return new Vector3(x * landUnit, y * landUnit, 0);
}
}
m_log.ErrorFormat("{0} StartPoint. No start point found. bitmapSize=<{1},{2}>",
LogHeader, LandBitmap.GetLength(0), LandBitmap.GetLength(1));
return new Vector3(-1, -1, -1);
return m_startPoint;
}
}
public Vector3 EndPoint
public Vector2 EndPoint
{
get
{
for (int y = LandBitmap.GetLength(1) - 1; y >= 0; y--)
{
for (int x = LandBitmap.GetLength(0) - 1; x >= 0; x--)
{
if (LandBitmap[x, y])
{
return new Vector3(x * landUnit + landUnit, y * landUnit + landUnit, 0);
}
}
}
return m_endPoint;
}
}
m_log.ErrorFormat("{0} EndPoint. No end point found. bitmapSize=<{1},{2}>",
LogHeader, LandBitmap.GetLength(0), LandBitmap.GetLength(1));
return new Vector3(-1, -1, -1);
//estimate a center point of a parcel
public Vector2 CenterPoint
{
get
{
return m_centerPoint;
}
}
@ -789,6 +778,14 @@ namespace OpenSim.Region.CoreModules.World.Land
int max_y = Int32.MinValue;
int tempArea = 0;
int x, y;
int lastX = 0;
int lastY = 0;
float avgx = 0f;
float avgy = 0f;
bool needStart = true;
for (x = 0; x < LandBitmap.GetLength(0); x++)
{
for (y = 0; y < LandBitmap.GetLength(1); y++)
@ -803,10 +800,37 @@ namespace OpenSim.Region.CoreModules.World.Land
max_x = x;
if (max_y < y)
max_y = y;
tempArea += landUnit * landUnit; //16sqm peice of land
if(needStart)
{
avgx = x;
avgy = y;
m_startPoint.X = x * landUnit;
m_startPoint.Y = y * landUnit;
needStart = false;
}
else
{
avgx = (avgx * tempArea + x) / (tempArea + 1);
avgy = (avgy * tempArea + y) / (tempArea + 1);
}
tempArea++;
lastX = x;
lastY = y;
}
}
}
int halfunit = landUnit/2;
m_centerPoint.X = avgx * landUnit + halfunit;
m_centerPoint.Y = avgy * landUnit + halfunit;
m_endPoint.X = lastX * landUnit + landUnit;
m_endPoint.Y = lastY * landUnit + landUnit;
int tx = min_x * landUnit;
if (tx > ((int)m_scene.RegionInfo.RegionSizeX - 1))
tx = ((int)m_scene.RegionInfo.RegionSizeX - 1);
@ -847,7 +871,7 @@ namespace OpenSim.Region.CoreModules.World.Land
= new Vector3(
(float)(tx), (float)(ty), m_scene != null ? (float)m_scene.Heightmap[htx, hty] : 0);
LandData.Area = tempArea;
LandData.Area = tempArea * landUnit * landUnit;
}
#endregion

View File

@ -5827,7 +5827,7 @@ Environment.Exit(1);
private Vector3 GetParcelCenterAtGround(ILandObject parcel)
{
Vector2 center = GetParcelCenter(parcel);
Vector2 center = parcel.CenterPoint;
return GetPositionAtGround(center.X, center.Y);
}
@ -5880,53 +5880,12 @@ Environment.Exit(1);
private Vector2 GetParcelSafeCorner(ILandObject parcel)
{
Vector3 start = parcel.StartPoint;
float x = start.X + 2.0f;
float y = start.Y + 2.0f;
return new Vector2(x, y);
return parcel.StartPoint;
}
private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y)
{
return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel));
}
//calculate the average center point of a parcel
private Vector2 GetParcelCenter(ILandObject parcel)
{
int count = 0;
int avgx = 0;
int avgy = 0;
Vector3 start = parcel.StartPoint;
Vector3 end = parcel.EndPoint;
int startX = (int) start.X;
int startY = (int) start.Y;
int endX = (int) end.X;
int endY = (int) end.Y;
for (int x = startX; x < endX; x += 4)
{
for (int y = startY; y < endY; y += 4)
{
//Just keep a running average as we check if all the points are inside or not
if (parcel.ContainsPoint(x, y))
{
if (count == 0)
{
avgx = x;
avgy = y;
}
else
{
avgx = (avgx * count + x) / (count + 1);
avgy = (avgy * count + y) / (count + 1);
}
count += 1;
}
}
}
return new Vector2(avgx, avgy);
return Vector2.Distance(new Vector2(x, y), parcel.CenterPoint);
}
private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar)