Restore terrain height and flying adjustments that were eliminated from non-megaregion paths in ScenePresence.MoveToTarget() by recent patch bc969a6b

0.8.0.3
Justin Clark-Casey (justincc) 2014-04-29 20:05:08 +01:00
parent 2dbc18054e
commit d4eee213a9
1 changed files with 24 additions and 24 deletions

View File

@ -2460,6 +2460,8 @@ namespace OpenSim.Region.Framework.Scenes
|| pos.Z < 0)
return;
Scene targetScene = m_scene;
// Vector3 heightAdjust = new Vector3(0, 0, Appearance.AvatarHeight / 2);
// pos += heightAdjust;
//
@ -2474,34 +2476,32 @@ namespace OpenSim.Region.Framework.Scenes
//COMMENT: If its only nessesary in a megaregion, why do it on normal region's too?
if (regionCombinerModule != null)
{
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 (regionCombinerModule != null)
{
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 (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene))
targetScene = m_scene;
// If X and Y is NaN, target_region will be null
if (target_region == null)
return;
float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)];
pos.Z = Math.Max(terrainHeight, pos.Z);
SceneManager.Instance.TryGetScene(target_region.RegionID, out targetScene);
}
// 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;
float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)];
pos.Z = Math.Max(terrainHeight, pos.Z);
if (noFly)
Flying = false;
else if (pos.Z > terrainHeight)
Flying = true;
}
// 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(
// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",