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author | John Hurliman | 2009-10-15 16:35:27 -0700 |
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committer | John Hurliman | 2009-10-15 16:35:27 -0700 |
commit | 4b75353cbf50de3cae4c48ec90b55f30c1612c92 (patch) | |
tree | 2b5bf30d2a0c8558437f757e28081cb60a8b5dfc /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |
parent | Replaced the update lists with a priority queue implementation in LLClientView (diff) | |
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Object update prioritization by Jim Greensky of Intel Labs, part one. This implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 74 |
1 files changed, 73 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index d4cef7d..2153b9b 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -1817,7 +1817,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1817 | public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags) | 1817 | public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags) |
1818 | { | 1818 | { |
1819 | 1819 | ||
1820 | remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.ObjectOwner, RootPart.GroupID, RootPart.BaseMask, | 1820 | remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask, |
1821 | RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask, | 1821 | RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask, |
1822 | RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category, | 1822 | RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category, |
1823 | RootPart.CreatorID, RootPart.Name, RootPart.Description); | 1823 | RootPart.CreatorID, RootPart.Name, RootPart.Description); |
@@ -3343,5 +3343,77 @@ namespace OpenSim.Region.Framework.Scenes | |||
3343 | 3343 | ||
3344 | return true; | 3344 | return true; |
3345 | } | 3345 | } |
3346 | |||
3347 | public double GetUpdatePriority(IClientAPI client) | ||
3348 | { | ||
3349 | switch (Scene.UpdatePrioritizationScheme) | ||
3350 | { | ||
3351 | case Scene.UpdatePrioritizationSchemes.Time: | ||
3352 | return GetPriorityByTime(); | ||
3353 | case Scene.UpdatePrioritizationSchemes.Distance: | ||
3354 | return GetPriorityByDistance(client); | ||
3355 | case Scene.UpdatePrioritizationSchemes.SimpleAngularDistance: | ||
3356 | return GetPriorityBySimpleAngularDistance(client); | ||
3357 | default: | ||
3358 | throw new InvalidOperationException("UpdatePrioritizationScheme not defined"); | ||
3359 | } | ||
3360 | } | ||
3361 | |||
3362 | private double GetPriorityByTime() | ||
3363 | { | ||
3364 | return DateTime.Now.ToOADate(); | ||
3365 | } | ||
3366 | |||
3367 | private double GetPriorityByDistance(IClientAPI client) | ||
3368 | { | ||
3369 | ScenePresence presence = Scene.GetScenePresence(client.AgentId); | ||
3370 | if (presence != null) | ||
3371 | { | ||
3372 | return GetPriorityByDistance((presence.IsChildAgent) ? | ||
3373 | presence.AbsolutePosition : presence.CameraPosition); | ||
3374 | } | ||
3375 | return double.NaN; | ||
3376 | } | ||
3377 | |||
3378 | private double GetPriorityBySimpleAngularDistance(IClientAPI client) | ||
3379 | { | ||
3380 | ScenePresence presence = Scene.GetScenePresence(client.AgentId); | ||
3381 | if (presence != null) | ||
3382 | { | ||
3383 | return GetPriorityBySimpleAngularDistance((presence.IsChildAgent) ? | ||
3384 | presence.AbsolutePosition : presence.CameraPosition); | ||
3385 | } | ||
3386 | return double.NaN; | ||
3387 | } | ||
3388 | |||
3389 | public double GetPriorityByDistance(Vector3 position) | ||
3390 | { | ||
3391 | return Vector3.Distance(AbsolutePosition, position); | ||
3392 | } | ||
3393 | |||
3394 | public double GetPriorityBySimpleAngularDistance(Vector3 position) | ||
3395 | { | ||
3396 | double distance = Vector3.Distance(position, AbsolutePosition); | ||
3397 | if (distance >= double.Epsilon) | ||
3398 | { | ||
3399 | float height; | ||
3400 | Vector3 box = GetAxisAlignedBoundingBox(out height); | ||
3401 | |||
3402 | double angle = box.X / distance; | ||
3403 | double max = angle; | ||
3404 | |||
3405 | angle = box.Y / distance; | ||
3406 | if (max < angle) | ||
3407 | max = angle; | ||
3408 | |||
3409 | angle = box.Z / distance; | ||
3410 | if (max < angle) | ||
3411 | max = angle; | ||
3412 | |||
3413 | return -max; | ||
3414 | } | ||
3415 | else | ||
3416 | return double.MinValue; | ||
3417 | } | ||
3346 | } | 3418 | } |
3347 | } | 3419 | } |