*Updated getParcel to accept floats as well. This helps in finding the parcel under an exact point (when precision matters)

afrisby
mingchen 2007-07-14 19:09:00 +00:00
parent ab32704968
commit 4f5c1e40b4
1 changed files with 14 additions and 7 deletions

View File

@ -197,11 +197,20 @@ namespace OpenSim.Region.Environment
/// <returns>Parcel at the point supplied</returns> /// <returns>Parcel at the point supplied</returns>
public Parcel getParcel(float x_float, float y_float) public Parcel getParcel(float x_float, float y_float)
{ {
int x = Convert.ToInt32(Math.Floor(Convert.ToDouble(x_float))); int x = Convert.ToInt32(Math.Floor(Convert.ToDecimal(x_float) / Convert.ToDecimal(4.0)));
int y = Convert.ToInt32(Math.Floor(Convert.ToDouble(y_float))); int y = Convert.ToInt32(Math.Floor(Convert.ToDecimal(y_float) / Convert.ToDecimal(4.0)));
return getParcel(x, y); if (x > 63 || y > 63 || x < 0 || y < 0)
{
throw new Exception("Error: Parcel not found at point " + x + ", " + y);
}
else
{
Console.WriteLine("Point (" + x + ", " + y + ") determined from point (" + x_float + ", " + y_float + ")");
return parcelList[parcelIDList[x, y]];
}
} }
public Parcel getParcel(int x, int y) public Parcel getParcel(int x, int y)
{ {
if (x > 256 || y > 256 || x < 0 || y < 0) if (x > 256 || y > 256 || x < 0 || y < 0)
@ -527,9 +536,7 @@ namespace OpenSim.Region.Environment
public void addPrimToParcelCounts(SceneObject obj) public void addPrimToParcelCounts(SceneObject obj)
{ {
LLVector3 position = obj.rootPrimitive.Pos; LLVector3 position = obj.rootPrimitive.Pos;
int pos_x = Convert.ToInt32(Math.Round(position.X)); Parcel parcelUnderPrim = getParcel(position.X, position.Y);
int pos_y = Convert.ToInt32(Math.Round(position.Y));
Parcel parcelUnderPrim = getParcel(pos_x, pos_y);
if (parcelUnderPrim != null) if (parcelUnderPrim != null)
{ {
parcelUnderPrim.addPrimToCount(obj); parcelUnderPrim.addPrimToCount(obj);