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author | John Hurliman | 2010-05-21 13:55:36 -0700 |
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committer | John Hurliman | 2010-05-21 13:55:36 -0700 |
commit | 93ef65c69055157e0b7d51e544abe5a1035f40f0 (patch) | |
tree | 0afcfd50591e34f0a5d7efa474f300cf09083f69 /OpenSim/Region/Framework/Scenes/Prioritizer.cs | |
parent | minor: remove LongRunning test designator from TestAddSceneObject() since it ... (diff) | |
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* Moving all of the prioritization/reprioritization code into a new file Prioritizer.cs
* Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now
* Improved the distance and front back policies to always give your avatar the highest priority
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Prioritizer.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Prioritizer.cs | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs new file mode 100644 index 0000000..af25014 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs | |||
@@ -0,0 +1,122 @@ | |||
1 | using System; | ||
2 | using System.Collections.Generic; | ||
3 | using log4net; | ||
4 | using Nini.Config; | ||
5 | using OpenSim.Framework; | ||
6 | using OpenMetaverse; | ||
7 | |||
8 | namespace OpenSim.Region.Framework.Scenes | ||
9 | { | ||
10 | public enum UpdatePrioritizationSchemes | ||
11 | { | ||
12 | Time = 0, | ||
13 | Distance = 1, | ||
14 | SimpleAngularDistance = 2, | ||
15 | FrontBack = 3, | ||
16 | } | ||
17 | |||
18 | public class Prioritizer | ||
19 | { | ||
20 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
21 | |||
22 | private Scene m_scene; | ||
23 | |||
24 | public Prioritizer(Scene scene) | ||
25 | { | ||
26 | m_scene = scene; | ||
27 | } | ||
28 | |||
29 | public double GetUpdatePriority(IClientAPI client, ISceneEntity entity) | ||
30 | { | ||
31 | switch (m_scene.UpdatePrioritizationScheme) | ||
32 | { | ||
33 | case UpdatePrioritizationSchemes.Time: | ||
34 | return GetPriorityByTime(); | ||
35 | case UpdatePrioritizationSchemes.Distance: | ||
36 | return GetPriorityByDistance(client, entity); | ||
37 | case UpdatePrioritizationSchemes.SimpleAngularDistance: | ||
38 | return GetPriorityByDistance(client, entity); | ||
39 | case UpdatePrioritizationSchemes.FrontBack: | ||
40 | return GetPriorityByFrontBack(client, entity); | ||
41 | default: | ||
42 | throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); | ||
43 | } | ||
44 | } | ||
45 | |||
46 | private double GetPriorityByTime() | ||
47 | { | ||
48 | return DateTime.UtcNow.ToOADate(); | ||
49 | } | ||
50 | |||
51 | private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity) | ||
52 | { | ||
53 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); | ||
54 | if (presence != null) | ||
55 | { | ||
56 | // If this is an update for our own avatar give it the highest priority | ||
57 | if (presence == entity) | ||
58 | return 0.0; | ||
59 | |||
60 | // Use the camera position for local agents and avatar position for remote agents | ||
61 | Vector3 presencePos = (presence.IsChildAgent) ? | ||
62 | presence.AbsolutePosition : | ||
63 | presence.CameraPosition; | ||
64 | |||
65 | // Use group position for child prims | ||
66 | Vector3 entityPos; | ||
67 | if (entity is SceneObjectPart) | ||
68 | entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; | ||
69 | else | ||
70 | entityPos = entity.AbsolutePosition; | ||
71 | |||
72 | return Vector3.DistanceSquared(presencePos, entityPos); | ||
73 | } | ||
74 | |||
75 | return double.NaN; | ||
76 | } | ||
77 | |||
78 | private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) | ||
79 | { | ||
80 | ScenePresence presence = m_scene.GetScenePresence(client.AgentId); | ||
81 | if (presence != null) | ||
82 | { | ||
83 | // If this is an update for our own avatar give it the highest priority | ||
84 | if (presence == entity) | ||
85 | return 0.0; | ||
86 | |||
87 | // Use group position for child prims | ||
88 | Vector3 entityPos = entity.AbsolutePosition; | ||
89 | if (entity is SceneObjectPart) | ||
90 | entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; | ||
91 | else | ||
92 | entityPos = entity.AbsolutePosition; | ||
93 | |||
94 | if (!presence.IsChildAgent) | ||
95 | { | ||
96 | // Root agent. Use distance from camera and a priority decrease for objects behind us | ||
97 | Vector3 camPosition = presence.CameraPosition; | ||
98 | Vector3 camAtAxis = presence.CameraAtAxis; | ||
99 | |||
100 | // Distance | ||
101 | double priority = Vector3.DistanceSquared(camPosition, entityPos); | ||
102 | |||
103 | // Plane equation | ||
104 | float d = -Vector3.Dot(camPosition, camAtAxis); | ||
105 | float p = Vector3.Dot(camAtAxis, entityPos) + d; | ||
106 | if (p < 0.0f) priority *= 2.0; | ||
107 | |||
108 | return priority; | ||
109 | } | ||
110 | else | ||
111 | { | ||
112 | // Child agent. Use the normal distance method | ||
113 | Vector3 presencePos = presence.AbsolutePosition; | ||
114 | |||
115 | return Vector3.DistanceSquared(presencePos, entityPos); | ||
116 | } | ||
117 | } | ||
118 | |||
119 | return double.NaN; | ||
120 | } | ||
121 | } | ||
122 | } | ||