192 lines
7.1 KiB
C#
192 lines
7.1 KiB
C#
using System;
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using System.Collections.Generic;
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using log4net;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenMetaverse;
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using OpenSim.Region.Physics.Manager;
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/*
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* Steps to add a new prioritization policy:
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*
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* - Add a new value to the UpdatePrioritizationSchemes enum.
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* - Specify this new value in the [InterestManagement] section of your
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* OpenSim.ini. The name in the config file must match the enum value name
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* (although it is not case sensitive).
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* - Write a new GetPriorityBy*() method in this class.
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* - Add a new entry to the switch statement in GetUpdatePriority() that calls
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* your method.
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*/
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namespace OpenSim.Region.Framework.Scenes
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{
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public enum UpdatePrioritizationSchemes
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{
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Time = 0,
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Distance = 1,
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SimpleAngularDistance = 2,
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FrontBack = 3,
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BestAvatarResponsiveness = 4,
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}
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public class Prioritizer
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{
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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public Prioritizer(Scene scene)
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{
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m_scene = scene;
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}
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public double GetUpdatePriority(IClientAPI client, ISceneEntity entity)
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{
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switch (m_scene.UpdatePrioritizationScheme)
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{
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case UpdatePrioritizationSchemes.Time:
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return GetPriorityByTime();
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case UpdatePrioritizationSchemes.Distance:
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return GetPriorityByDistance(client, entity);
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case UpdatePrioritizationSchemes.SimpleAngularDistance:
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return GetPriorityByDistance(client, entity); // TODO: Reimplement SimpleAngularDistance
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case UpdatePrioritizationSchemes.FrontBack:
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return GetPriorityByFrontBack(client, entity);
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case UpdatePrioritizationSchemes.BestAvatarResponsiveness:
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return GetPriorityByBestAvatarResponsiveness(client, entity);
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default:
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throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
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}
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}
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private double GetPriorityByTime()
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{
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return DateTime.UtcNow.ToOADate();
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}
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private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity)
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{
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ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
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if (presence != null)
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{
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// If this is an update for our own avatar give it the highest priority
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if (presence == entity)
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return 0.0;
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// Use the camera position for local agents and avatar position for remote agents
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Vector3 presencePos = (presence.IsChildAgent) ?
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presence.AbsolutePosition :
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presence.CameraPosition;
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// Use group position for child prims
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Vector3 entityPos;
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if (entity is SceneObjectPart)
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entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
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else
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entityPos = entity.AbsolutePosition;
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return Vector3.DistanceSquared(presencePos, entityPos);
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}
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return double.NaN;
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}
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private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
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{
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ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
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if (presence != null)
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{
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// If this is an update for our own avatar give it the highest priority
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if (presence == entity)
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return 0.0;
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// Use group position for child prims
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Vector3 entityPos = entity.AbsolutePosition;
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if (entity is SceneObjectPart)
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entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
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else
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entityPos = entity.AbsolutePosition;
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if (!presence.IsChildAgent)
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{
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// Root agent. Use distance from camera and a priority decrease for objects behind us
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Vector3 camPosition = presence.CameraPosition;
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Vector3 camAtAxis = presence.CameraAtAxis;
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// Distance
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double priority = Vector3.DistanceSquared(camPosition, entityPos);
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// Plane equation
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float d = -Vector3.Dot(camPosition, camAtAxis);
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float p = Vector3.Dot(camAtAxis, entityPos) + d;
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if (p < 0.0f) priority *= 2.0;
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return priority;
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}
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else
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{
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// Child agent. Use the normal distance method
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Vector3 presencePos = presence.AbsolutePosition;
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return Vector3.DistanceSquared(presencePos, entityPos);
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}
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}
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return double.NaN;
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}
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private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
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{
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ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
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if (presence != null)
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{
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// If this is an update for our own avatar give it the highest priority
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if (presence == entity)
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return 0.0;
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// Use group position for child prims
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Vector3 entityPos = entity.AbsolutePosition;
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if (entity is SceneObjectPart)
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entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
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else
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entityPos = entity.AbsolutePosition;
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if (!presence.IsChildAgent)
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{
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if (entity is ScenePresence)
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return 1.0;
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// Root agent. Use distance from camera and a priority decrease for objects behind us
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Vector3 camPosition = presence.CameraPosition;
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Vector3 camAtAxis = presence.CameraAtAxis;
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// Distance
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double priority = Vector3.DistanceSquared(camPosition, entityPos);
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// Plane equation
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float d = -Vector3.Dot(camPosition, camAtAxis);
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float p = Vector3.Dot(camAtAxis, entityPos) + d;
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if (p < 0.0f) priority *= 2.0;
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if (entity is SceneObjectPart)
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{
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PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
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if (physActor == null || !physActor.IsPhysical)
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priority+=100;
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}
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return priority;
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}
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else
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{
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// Child agent. Use the normal distance method
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Vector3 presencePos = presence.AbsolutePosition;
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return Vector3.DistanceSquared(presencePos, entityPos);
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}
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}
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return double.NaN;
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}
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}
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}
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