diff options
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/InnerScene.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/InnerScene.cs | 36 |
1 files changed, 35 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs index 1f3bc95..38a8a06 100644 --- a/OpenSim/Region/Environment/Scenes/InnerScene.cs +++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs | |||
@@ -1,6 +1,7 @@ | |||
1 | using System; | 1 | using System; |
2 | using System.Collections.Generic; | 2 | using System.Collections.Generic; |
3 | using System.Text; | 3 | using System.Text; |
4 | using Axiom.Math; | ||
4 | using libsecondlife; | 5 | using libsecondlife; |
5 | using libsecondlife.Packets; | 6 | using libsecondlife.Packets; |
6 | using OpenSim.Framework; | 7 | using OpenSim.Framework; |
@@ -325,7 +326,32 @@ namespace OpenSim.Region.Environment.Scenes | |||
325 | { | 326 | { |
326 | if (ent is SceneObjectGroup) | 327 | if (ent is SceneObjectGroup) |
327 | { | 328 | { |
328 | ((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence); | 329 | // Only send child agents stuff in their draw distance. |
330 | // This will need to be done for every agent once we figure out | ||
331 | // what we're going to use to store prim that agents already got | ||
332 | // the initial update for and what we'll use to limit the | ||
333 | // space we check for new objects on movement. | ||
334 | |||
335 | if (presence.IsChildAgent) | ||
336 | { | ||
337 | //Vector3 avPosition = new Vector3(presence.AbsolutePosition.X,presence.AbsolutePosition.Y,presence.AbsolutePosition.Z); | ||
338 | //LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition; | ||
339 | //Vector3 objPosition = new Vector3(oLoc.X,oLoc.Y,oLoc.Z); | ||
340 | //float distResult = Vector3Distance(avPosition, objPosition); | ||
341 | //if (distResult > 512) | ||
342 | //{ | ||
343 | //int x = 0; | ||
344 | //} | ||
345 | //if (distResult < presence.DrawDistance) | ||
346 | //{ | ||
347 | ((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence); | ||
348 | //} | ||
349 | |||
350 | } | ||
351 | else | ||
352 | { | ||
353 | ((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence); | ||
354 | } | ||
329 | } | 355 | } |
330 | } | 356 | } |
331 | } | 357 | } |
@@ -642,7 +668,15 @@ namespace OpenSim.Region.Environment.Scenes | |||
642 | } | 668 | } |
643 | 669 | ||
644 | } | 670 | } |
671 | public float Vector3Distance(Vector3 v1, Vector3 v2) | ||
672 | { | ||
673 | // Calculates the distance between two Vector3s | ||
674 | // We don't really need the double floating point precision... | ||
675 | // so casting it to a single | ||
645 | 676 | ||
677 | return (float)Math.Sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z)); | ||
678 | |||
679 | } | ||
646 | #endregion | 680 | #endregion |
647 | } | 681 | } |
648 | } | 682 | } |