A couple of small optimizations over the previous commit
parent
0910c5c101
commit
340abd1110
|
@ -5587,6 +5587,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// <param name='x'></param>
|
||||
public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
|
||||
{
|
||||
// Compute these only once, when this function is called from down below
|
||||
qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2);
|
||||
//qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2);
|
||||
vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
|
||||
vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
|
||||
vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
|
||||
vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
|
||||
|
||||
return CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x);
|
||||
}
|
||||
|
||||
|
@ -5596,10 +5604,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// <remarks>Can only be called by one thread at a time</remarks>
|
||||
/// <returns></returns>
|
||||
/// <param name='x'></param>
|
||||
public bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
|
||||
private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
|
||||
{
|
||||
qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2);
|
||||
qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2);
|
||||
if (
|
||||
(qdelta1 > QDELTA) ||
|
||||
// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
|
||||
|
@ -5626,12 +5632,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// <remarks>Can only be called by one thread at a time</remarks>
|
||||
/// <returns></returns>
|
||||
/// <param name='x'></param>
|
||||
public bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
|
||||
private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
|
||||
{
|
||||
vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
|
||||
vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
|
||||
vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
|
||||
vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
|
||||
if (
|
||||
/* These 4 are the worst offenders!
|
||||
* With Singularity, there is a bug where sometimes the spam on these doesn't stop */
|
||||
|
|
|
@ -1735,7 +1735,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// This is the event handler for client cameras. If a client is moving, or moving the camera, this event is triggering.
|
||||
/// </summary>
|
||||
public void HandleAgentCamerasUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
|
||||
private void HandleAgentCamerasUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
|
||||
{
|
||||
//m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: In {0} received agent camera update from {1}, flags {2}",
|
||||
|
|
Loading…
Reference in New Issue