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replace GetNearestPoint... funtions
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@@ -121,6 +121,147 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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}
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public Vector2? GetNearestPoint(Vector3 pos)
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{
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Vector3 direction = new Vector3(m_centerPoint.X - pos.X, m_centerPoint.Y - pos.Y, 0f );
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return GetNearestPointAlongDirection(pos, direction);
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}
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public Vector2? GetNearestPointAlongDirection(Vector3 pos, Vector3 pdirection)
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{
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Vector2 testpos;
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Vector2 direction;
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testpos.X = pos.X / landUnit;
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testpos.Y = pos.Y / landUnit;
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if(LandBitmap[(int)testpos.X, (int)testpos.Y])
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return new Vector2(pos.X, pos.Y); // we are already here
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direction.X = pdirection.X;
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direction.Y = pdirection.Y;
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if(direction.X == 0f && direction.Y == 0f)
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return null; // we can't look anywhere
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direction.Normalize();
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int minx = (int)(m_AABBmin.X / landUnit);
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int maxx = (int)(m_AABBmax.X / landUnit);
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// check against AABB
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if(direction.X > 0f)
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{
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if(testpos.X >= maxx)
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return null; // will never get there
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if(testpos.X < minx)
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testpos.X = minx;
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}
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else if(direction.X < 0f)
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{
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if(testpos.X < minx)
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return null; // will never get there
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if(testpos.X >= maxx)
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testpos.X = maxx - 1;
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}
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else
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{
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if(testpos.X < minx)
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return null; // will never get there
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else if(testpos.X >= maxx)
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return null; // will never get there
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}
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int miny = (int)(m_AABBmin.Y / landUnit);
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int maxy = (int)(m_AABBmax.Y / landUnit);
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if(direction.Y > 0f)
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{
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if(testpos.Y >= maxy)
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return null; // will never get there
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if(testpos.Y < miny)
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testpos.Y = miny;
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}
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else if(direction.Y < 0f)
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{
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if(testpos.Y < miny)
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return null; // will never get there
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if(testpos.Y >= maxy)
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testpos.Y = maxy - 1;
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}
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else
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{
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if(testpos.Y < miny)
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return null; // will never get there
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else if(testpos.Y >= maxy)
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return null; // will never get there
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}
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while(!LandBitmap[(int)testpos.X, (int)testpos.Y])
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{
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testpos += direction;
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if(testpos.X < minx)
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return null;
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if (testpos.X >= maxx)
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return null;
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if(testpos.Y < miny)
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return null;
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if (testpos.Y >= maxy)
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return null;
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}
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testpos *= landUnit;
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float ftmp;
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if(Math.Abs(direction.X) > Math.Abs(direction.Y))
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{
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if(direction.X < 0)
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testpos.X += landUnit - 0.5f;
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else
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testpos.X += 0.5f;
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ftmp = testpos.X - pos.X;
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ftmp /= direction.X;
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ftmp = Math.Abs(ftmp);
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ftmp *= direction.Y;
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ftmp += pos.Y;
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if(ftmp < testpos.Y + .5f)
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ftmp = testpos.Y + .5f;
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else
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{
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testpos.Y += landUnit - 0.5f;
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if(ftmp > testpos.Y)
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ftmp = testpos.Y;
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}
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testpos.Y = ftmp;
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}
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else
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{
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if(direction.Y < 0)
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testpos.Y += landUnit - 0.5f;
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else
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testpos.Y += 0.5f;
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ftmp = testpos.Y - pos.Y;
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ftmp /= direction.Y;
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ftmp = Math.Abs(ftmp);
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ftmp *= direction.X;
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ftmp += pos.X;
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if(ftmp < testpos.X + .5f)
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ftmp = testpos.X + .5f;
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else
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{
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testpos.X += landUnit - 0.5f;
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if(ftmp > testpos.X)
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ftmp = testpos.X;
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}
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testpos.X = ftmp;
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}
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return testpos;
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}
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#region Constructors
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public LandObject(LandData landData, Scene scene)
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@@ -791,7 +932,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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{
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for (y = 0; y < LandBitmap.GetLength(1); y++)
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{
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if (LandBitmap[x, y] == true)
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if (LandBitmap[x, y])
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{
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if (min_x > x)
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min_x = x;
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@@ -856,7 +997,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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m_AABBmin.X = tx;
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m_AABBmin.Y = ty;
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if(m_scene == null)
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if(m_scene == null || m_scene.Heightmap == null)
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LandData.AABBMin = new Vector3(tx, ty, 0f);
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else
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LandData.AABBMin = new Vector3(tx, ty, (float)m_scene.Heightmap[tx, ty]);
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@@ -874,7 +1015,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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m_AABBmax.X = tx;
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m_AABBmax.Y = ty;
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if(m_scene == null)
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if(m_scene == null || m_scene.Heightmap == null)
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LandData.AABBMax = new Vector3(tx, ty, 0f);
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else
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LandData.AABBMax = new Vector3(tx, ty, (float)m_scene.Heightmap[tx - 1, ty - 1]);
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