*Updated getParcel to accept floats as well. This helps in finding the parcel under an exact point (when precision matters)
parent
ab32704968
commit
4f5c1e40b4
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@ -197,11 +197,20 @@ namespace OpenSim.Region.Environment
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/// <returns>Parcel at the point supplied</returns>
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public Parcel getParcel(float x_float, float y_float)
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{
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int x = Convert.ToInt32(Math.Floor(Convert.ToDouble(x_float)));
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int y = Convert.ToInt32(Math.Floor(Convert.ToDouble(y_float)));
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int x = Convert.ToInt32(Math.Floor(Convert.ToDecimal(x_float) / Convert.ToDecimal(4.0)));
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int y = Convert.ToInt32(Math.Floor(Convert.ToDecimal(y_float) / Convert.ToDecimal(4.0)));
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return getParcel(x, y);
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if (x > 63 || y > 63 || x < 0 || y < 0)
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{
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throw new Exception("Error: Parcel not found at point " + x + ", " + y);
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}
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else
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{
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Console.WriteLine("Point (" + x + ", " + y + ") determined from point (" + x_float + ", " + y_float + ")");
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return parcelList[parcelIDList[x, y]];
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}
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}
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public Parcel getParcel(int x, int y)
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{
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if (x > 256 || y > 256 || x < 0 || y < 0)
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@ -527,9 +536,7 @@ namespace OpenSim.Region.Environment
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public void addPrimToParcelCounts(SceneObject obj)
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{
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LLVector3 position = obj.rootPrimitive.Pos;
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int pos_x = Convert.ToInt32(Math.Round(position.X));
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int pos_y = Convert.ToInt32(Math.Round(position.Y));
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Parcel parcelUnderPrim = getParcel(pos_x, pos_y);
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Parcel parcelUnderPrim = getParcel(position.X, position.Y);
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if (parcelUnderPrim != null)
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{
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parcelUnderPrim.addPrimToCount(obj);
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