* Allow corner prim crossings. Previously this was only on a single cardinal direction

* Some leg work in getting avatar teleports into 'virtual regions' moved to the proper region.
This commit is contained in:
Teravus Ovares (Dan Olivares)
2009-08-28 14:45:17 -04:00
parent 65dda8a795
commit ac718843d9
3 changed files with 202 additions and 33 deletions

View File

@@ -216,9 +216,9 @@ namespace OpenSim.Region.CoreModules.World.Land
//xxy
//xxx
if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd
== (regionConnections.X * (int)Constants.RegionSize))
>= (regionConnections.X * (int)Constants.RegionSize))
&& (((int)conn.Y * (int)Constants.RegionSize)
== (regionConnections.Y * (int)Constants.RegionSize)))
>= (regionConnections.Y * (int)Constants.RegionSize)))
{
Vector3 offset = Vector3.Zero;
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
@@ -262,9 +262,9 @@ namespace OpenSim.Region.CoreModules.World.Land
//xxx
//xxx
if ((((int)conn.X * (int)Constants.RegionSize)
== (regionConnections.X * (int)Constants.RegionSize))
>= (regionConnections.X * (int)Constants.RegionSize))
&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
== (regionConnections.Y * (int)Constants.RegionSize)))
>= (regionConnections.Y * (int)Constants.RegionSize)))
{
Vector3 offset = Vector3.Zero;
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
@@ -303,9 +303,9 @@ namespace OpenSim.Region.CoreModules.World.Land
//xxx
//xxx
if ((((int)conn.X * (int)Constants.RegionSize) + conn.YEnd
== (regionConnections.X * (int)Constants.RegionSize))
>= (regionConnections.X * (int)Constants.RegionSize))
&& (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd
== (regionConnections.Y * (int)Constants.RegionSize)))
>= (regionConnections.Y * (int)Constants.RegionSize)))
{
Vector3 offset = Vector3.Zero;
offset.X = (((regionConnections.X * (int)Constants.RegionSize)) -
@@ -315,13 +315,58 @@ namespace OpenSim.Region.CoreModules.World.Land
Vector3 extents = Vector3.Zero;
extents.Y = regionConnections.YEnd + conn.YEnd;
extents.X = conn.XEnd + conn.XEnd;
extents.X = regionConnections.XEnd + conn.XEnd;
conn.UpdateExtents(extents);
m_log.DebugFormat("Scene: {0} to the south of Scene{1} Offset: {2}. Extents:{3}",
conn.RegionScene.RegionInfo.RegionName,
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
m_log.DebugFormat("Scene: {0} to the NorthEast of Scene{1} Offset: {2}. Extents:{3}",
conn.RegionScene.RegionInfo.RegionName,
regionConnections.RegionScene.RegionInfo.RegionName, offset, extents);
conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
if (conn.RegionScene.NorthBorders.Count == 1)// && 2)
{
//compound border
conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
}
scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
{
conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
}
scene.WestBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport West
/*
else
{
conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
}
*/
// Reset Terrain.. since terrain normally loads first.
//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
//conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised());
connectedYN = true;
//scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents);
break;
}