improve object crossings
parent
207dd6da48
commit
bd11311845
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@ -2174,16 +2174,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// The first region is the home region of the passed scene presence.
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Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour)
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{
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/*
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int rRegionX = (int)sp.Scene.RegionInfo.LegacyRegionLocX;
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int rRegionY = (int)sp.Scene.RegionInfo.LegacyRegionLocY;
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int tRegionX = neighbour.RegionLocX / (int)Constants.RegionSize;
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int tRegionY = neighbour.RegionLocY / (int)Constants.RegionSize;
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int shiftx = (rRegionX - tRegionX) * (int)Constants.RegionSize;
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int shifty = (rRegionY - tRegionY) * (int)Constants.RegionSize;
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return new Vector3(shiftx, shifty, 0f);
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*/
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return new Vector3(sp.Scene.RegionInfo.WorldLocX - neighbour.RegionLocX,
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return new Vector3(sp.Scene.RegionInfo.WorldLocX - neighbour.RegionLocX,
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sp.Scene.RegionInfo.WorldLocY - neighbour.RegionLocY,
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0f);
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}
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@ -2543,28 +2534,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (scene == null)
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return null;
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RegionInfo srcRegionInfo = scene.RegionInfo;
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int neighbourx = (int)srcRegionInfo.RegionLocX;
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int neighboury = (int)srcRegionInfo.RegionLocY;
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float regionSizeX = srcRegionInfo.RegionSizeX;
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float regionSizeY = srcRegionInfo.RegionSizeY;
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int x = (int)targetPosition.X + (int)scene.RegionInfo.WorldLocX;
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if (targetPosition.X >= 0)
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x++;
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else
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x--;
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float edgeJitter = 0.2f;
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int y = (int)targetPosition.Y + (int)scene.RegionInfo.WorldLocY;
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if (targetPosition.Y >= 0)
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y++;
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else
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y--;
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if (targetPosition.X < edgeJitter)
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neighbourx--;
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else if (targetPosition.X > regionSizeX - edgeJitter)
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neighbourx += (int)(regionSizeX / Constants.RegionSize);
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if (targetPosition.Y < edgeJitter)
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neighboury--;
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else if (targetPosition.Y > regionSizeY - edgeJitter)
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neighboury += (int)(regionSizeY / Constants.RegionSize);
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int x = neighbourx * (int)Constants.RegionSize;
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int y = neighboury * (int)Constants.RegionSize;
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GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
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GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID,x,y);
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if (neighbourRegion == null)
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{
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return null;
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@ -2577,15 +2560,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (newRegionSizeY == 0)
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newRegionSizeY = Constants.RegionSize;
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if (targetPosition.X < edgeJitter)
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newpos.X += newRegionSizeX;
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else if (targetPosition.X > regionSizeX - edgeJitter)
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newpos.X -= regionSizeX;
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if (targetPosition.Y < edgeJitter)
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newpos.Y += newRegionSizeY;
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else if (targetPosition.Y > regionSizeY - edgeJitter)
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newpos.Y -= regionSizeY;
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newpos.X = targetPosition.X - (neighbourRegion.RegionLocX - (int)scene.RegionInfo.WorldLocX);
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newpos.Y = targetPosition.Y - (neighbourRegion.RegionLocY - (int)scene.RegionInfo.WorldLocY);
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const float enterDistance = 0.2f;
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newpos.X = Util.Clamp(newpos.X, enterDistance, newRegionSizeX - enterDistance);
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