Possible solution for #7120 and #7051

Signed-off-by: Robert Adams <misterblue@misterblue.com>
0.8.0.3
lillith_xue 2014-04-21 06:11:15 +02:00 committed by Robert Adams
parent 3f76f72137
commit bc969a6b46
1 changed files with 30 additions and 21 deletions

View File

@ -2472,35 +2472,44 @@ namespace OpenSim.Region.Framework.Scenes
// } // }
// Get terrain height for sub-region in a megaregion if necessary // Get terrain height for sub-region in a megaregion if necessary
int X = (int)((m_scene.RegionInfo.WorldLocX) + pos.X);
int Y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y);
GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y);
// If X and Y is NaN, target_region will be null
if (target_region == null)
return;
UUID target_regionID = target_region.RegionID;
Scene targetScene = m_scene;
if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) //COMMENT: If its only nessesary in a megaregion, why do it on normal region's too?
targetScene = m_scene;
float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)]; if (regionCombinerModule != null)
pos.Z = Math.Max(terrainHeight, pos.Z); {
int X = (int)((m_scene.RegionInfo.WorldLocX) + pos.X);
int Y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y);
GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y);
// If X and Y is NaN, target_region will be null
if (target_region == null)
return;
UUID target_regionID = target_region.RegionID;
Scene targetScene = m_scene;
// Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene))
// always slightly higher than the actual terrain height. targetScene = m_scene;
// FIXME: This constrains NPC movements as well, so should be somewhere else.
if (pos.Z - terrainHeight < 0.2) float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)];
pos.Z = terrainHeight; pos.Z = Math.Max(terrainHeight, pos.Z);
// Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
// always slightly higher than the actual terrain height.
// FIXME: This constrains NPC movements as well, so should be somewhere else.
if (pos.Z - terrainHeight < 0.2)
pos.Z = terrainHeight;
if (noFly)
Flying = false;
else if (pos.Z > terrainHeight)
Flying = true;
}
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
if (noFly) if (noFly)
Flying = false; Flying = false;
else if (pos.Z > terrainHeight)
Flying = true;
LandAtTarget = landAtTarget; LandAtTarget = landAtTarget;
MovingToTarget = true; MovingToTarget = true;