Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other classes can use it.

bulletsim
Justin Clark-Casey (justincc) 2011-08-04 01:05:43 +01:00
parent 7f6f100c5a
commit fc64cc2439
2 changed files with 8 additions and 6 deletions

View File

@ -89,6 +89,13 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
/// <summary>
/// Movement updates for agents in neighboring regions are sent directly to clients.
/// This value only affects how often agent positions are sent to neighbor regions
/// for things such as distance-based update prioritization
/// </summary>
public static readonly float SIGNIFICANT_MOVEMENT = 2.0f;
public UUID currentParcelUUID = UUID.Zero;
private ISceneViewer m_sceneViewer;
@ -2718,11 +2725,6 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
protected void CheckForSignificantMovement()
{
// Movement updates for agents in neighboring regions are sent directly to clients.
// This value only affects how often agent positions are sent to neighbor regions
// for things such as distance-based update prioritization
const float SIGNIFICANT_MOVEMENT = 2.0f;
if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT)
{
posLastSignificantMove = AbsolutePosition;

View File

@ -70,7 +70,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
// Check the error term of the current position in relation to the target position
if (distanceToTarget <= 2)
if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
{
// m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0} {1}", presence.Name, presence.UUID);
// We are close enough to the target for now