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authorMelanie2010-05-21 21:02:26 +0100
committerMelanie2010-05-21 21:02:26 +0100
commit2b5b2f4e60737f0a2197ff32cad4314a78671525 (patch)
tree2e42bb42c374e04510410e6a6aa1717285c1854d /OpenSim/Region/Framework
parent* Added code comments to Prioritizer.cs that document how to add a new update... (diff)
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Add a new priority scheme that works like FrontBack, but completely deprioritizes
static prims, creating a hierarchy as follows: 0 == own avatar < other avatars < pysical prims < static prims For a child agent, simply acts like FrontBack
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs57
1 files changed, 57 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index e6a4642..1eb0c28 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -4,6 +4,7 @@ using log4net;
4using Nini.Config; 4using Nini.Config;
5using OpenSim.Framework; 5using OpenSim.Framework;
6using OpenMetaverse; 6using OpenMetaverse;
7using OpenSim.Region.Physics.Manager;
7 8
8/* 9/*
9 * Steps to add a new prioritization policy: 10 * Steps to add a new prioritization policy:
@@ -25,6 +26,7 @@ namespace OpenSim.Region.Framework.Scenes
25 Distance = 1, 26 Distance = 1,
26 SimpleAngularDistance = 2, 27 SimpleAngularDistance = 2,
27 FrontBack = 3, 28 FrontBack = 3,
29 BestAvatarResponsiveness = 4,
28 } 30 }
29 31
30 public class Prioritizer 32 public class Prioritizer
@@ -50,6 +52,8 @@ namespace OpenSim.Region.Framework.Scenes
50 return GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance 52 return GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
51 case UpdatePrioritizationSchemes.FrontBack: 53 case UpdatePrioritizationSchemes.FrontBack:
52 return GetPriorityByFrontBack(client, entity); 54 return GetPriorityByFrontBack(client, entity);
55 case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
56 return GetPriorityByBestAvatarResponsiveness(client, entity);
53 default: 57 default:
54 throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); 58 throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
55 } 59 }
@@ -130,5 +134,58 @@ namespace OpenSim.Region.Framework.Scenes
130 134
131 return double.NaN; 135 return double.NaN;
132 } 136 }
137
138 private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
139 {
140 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
141 if (presence != null)
142 {
143 // If this is an update for our own avatar give it the highest priority
144 if (presence == entity)
145 return 0.0;
146
147 // Use group position for child prims
148 Vector3 entityPos = entity.AbsolutePosition;
149 if (entity is SceneObjectPart)
150 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
151 else
152 entityPos = entity.AbsolutePosition;
153
154 if (!presence.IsChildAgent)
155 {
156 if (entity is ScenePresence)
157 return 1.0;
158
159 // Root agent. Use distance from camera and a priority decrease for objects behind us
160 Vector3 camPosition = presence.CameraPosition;
161 Vector3 camAtAxis = presence.CameraAtAxis;
162
163 // Distance
164 double priority = Vector3.DistanceSquared(camPosition, entityPos);
165
166 // Plane equation
167 float d = -Vector3.Dot(camPosition, camAtAxis);
168 float p = Vector3.Dot(camAtAxis, entityPos) + d;
169 if (p < 0.0f) priority *= 2.0;
170
171 if (entity is SceneObjectPart)
172 {
173 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
174 if (physActor == null || !physActor.IsPhysical)
175 priority+=100;
176 }
177 return priority;
178 }
179 else
180 {
181 // Child agent. Use the normal distance method
182 Vector3 presencePos = presence.AbsolutePosition;
183
184 return Vector3.DistanceSquared(presencePos, entityPos);
185 }
186 }
187
188 return double.NaN;
189 }
133 } 190 }
134} 191}