diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 9ae0c10e73..1dbfa6d895 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -5838,42 +5838,6 @@ Environment.Exit(1); return GetPositionAtGround(center.X, center.Y); } - private Vector3? GetNearestPointInParcelAlongDirectionFromPoint(Vector3 pos, Vector3 direction, ILandObject parcel) - { - float maxX = RegionInfo.RegionSizeX; - float maxY = RegionInfo.RegionSizeY; - - // reduce resolution since regions can be very large now - direction *= 4.0f; - Vector3 testPos = pos; - //Making distance to search go through some sane limit of distance - while(true) - { - testPos += direction; - if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y)) - { - direction *= -0.125f; // .5m resolution - Vector3 testPos2 = testPos - direction; - for(int i = 0; i < 7; i++) - { - if (!parcel.ContainsPoint((int)testPos2.X, (int)testPos2.Y)) - return testPos; - testPos = testPos2; - } - return testPos; - } - if(testPos.X < 0) - break; - else if (testPos.X >= maxX) - break; - if(testPos.Y < 0) - break; - else if (testPos.Y >= maxY) - break; - } - return null; - } - public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) { return GetNearestAllowedParcel(avatarId, x, y, null);