Restore terrain height and flying adjustments that were eliminated from non-megaregion paths in ScenePresence.MoveToTarget() by recent patch bc969a6b
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2dbc18054e
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d4eee213a9
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@ -2460,6 +2460,8 @@ namespace OpenSim.Region.Framework.Scenes
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|| pos.Z < 0)
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|| pos.Z < 0)
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return;
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return;
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Scene targetScene = m_scene;
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// Vector3 heightAdjust = new Vector3(0, 0, Appearance.AvatarHeight / 2);
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// Vector3 heightAdjust = new Vector3(0, 0, Appearance.AvatarHeight / 2);
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// pos += heightAdjust;
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// pos += heightAdjust;
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//
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//
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@ -2474,34 +2476,32 @@ namespace OpenSim.Region.Framework.Scenes
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//COMMENT: If its only nessesary in a megaregion, why do it on normal region's too?
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//COMMENT: If its only nessesary in a megaregion, why do it on normal region's too?
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if (regionCombinerModule != null)
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if (regionCombinerModule != null)
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{
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{
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int X = (int)((m_scene.RegionInfo.WorldLocX) + pos.X);
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int x = (int)((m_scene.RegionInfo.WorldLocX) + pos.X);
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int Y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y);
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int y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y);
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GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y);
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GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y);
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// If X and Y is NaN, target_region will be null
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if (target_region == null)
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return;
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UUID target_regionID = target_region.RegionID;
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Scene targetScene = m_scene;
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if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene))
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// If X and Y is NaN, target_region will be null
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targetScene = m_scene;
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if (target_region == null)
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return;
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float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)];
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SceneManager.Instance.TryGetScene(target_region.RegionID, out targetScene);
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pos.Z = Math.Max(terrainHeight, pos.Z);
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}
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// Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
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float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)];
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// always slightly higher than the actual terrain height.
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pos.Z = Math.Max(terrainHeight, pos.Z);
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// FIXME: This constrains NPC movements as well, so should be somewhere else.
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if (pos.Z - terrainHeight < 0.2)
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pos.Z = terrainHeight;
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if (noFly)
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// Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
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Flying = false;
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// always slightly higher than the actual terrain height.
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else if (pos.Z > terrainHeight)
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// FIXME: This constrains NPC movements as well, so should be somewhere else.
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Flying = true;
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if (pos.Z - terrainHeight < 0.2)
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}
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pos.Z = terrainHeight;
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if (noFly)
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Flying = false;
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else if (pos.Z > terrainHeight)
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Flying = true;
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
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// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
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