Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other classes can use it.
parent
7f6f100c5a
commit
fc64cc2439
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@ -89,6 +89,13 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
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/// <summary>
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/// Movement updates for agents in neighboring regions are sent directly to clients.
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/// This value only affects how often agent positions are sent to neighbor regions
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/// for things such as distance-based update prioritization
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/// </summary>
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public static readonly float SIGNIFICANT_MOVEMENT = 2.0f;
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public UUID currentParcelUUID = UUID.Zero;
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private ISceneViewer m_sceneViewer;
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@ -2718,11 +2725,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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protected void CheckForSignificantMovement()
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{
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// Movement updates for agents in neighboring regions are sent directly to clients.
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// This value only affects how often agent positions are sent to neighbor regions
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// for things such as distance-based update prioritization
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const float SIGNIFICANT_MOVEMENT = 2.0f;
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if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT)
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{
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posLastSignificantMove = AbsolutePosition;
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@ -70,7 +70,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
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// Check the error term of the current position in relation to the target position
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if (distanceToTarget <= 2)
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if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
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{
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// m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0} {1}", presence.Name, presence.UUID);
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// We are close enough to the target for now
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