remove terraindata abstraction layer, since we only have heightmap type

This commit is contained in:
UbitUmarov
2019-01-21 06:05:21 +00:00
parent a287a8e121
commit 33a062612f
13 changed files with 125 additions and 196 deletions

View File

@@ -410,8 +410,7 @@ namespace OpenSim.Region.Framework.Scenes
m_particleSystem = Utils.EmptyBytes;
Rezzed = DateTime.UtcNow;
Description = String.Empty;
DynAttrs = new DAMap();
// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
@@ -3475,7 +3474,29 @@ namespace OpenSim.Region.Framework.Scenes
private const float ANGVELOCITY_TOLERANCE = 0.005f;
private const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
private const double TIME_MS_TOLERANCE = 200.0; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
private Vector3 ClampVectorForTerseUpdate(Vector3 v, float max)
{
float a, b;
a = Math.Abs(v.X);
b = Math.Abs(v.Y);
if (b > a)
a = b;
b = Math.Abs(v.Z);
if (b > a)
a = b;
if (a > max)
{
a = max / a;
v.X *= a;
v.Y *= a;
v.Z *= a;
}
return v;
}
/// <summary>
/// Tell all the prims which have had updates scheduled
/// </summary>
@@ -3491,73 +3512,43 @@ namespace OpenSim.Region.Framework.Scenes
if(current == PrimUpdateFlags.TerseUpdate)
{
Vector3 curvel = Velocity;
Vector3 curacc = Acceleration;
Vector3 angvel = AngularVelocity;
while(true) // just to avoid ugly goto
{
double elapsed = now - m_lastUpdateSentTime;
if (elapsed > TIME_MS_TOLERANCE)
break;
if( Math.Abs(curacc.X - m_lastAcceleration.X) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Y - m_lastAcceleration.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curacc.Z - m_lastAcceleration.Z) > VELOCITY_TOLERANCE)
if ( !Acceleration.ApproxEquals(m_lastAcceleration, VELOCITY_TOLERANCE))
break;
if( Math.Abs(curvel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE ||
Math.Abs(curvel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE)
Vector3 curvel = ClampVectorForTerseUpdate(Velocity, 128f);
Vector3 tmp = ClampVectorForTerseUpdate(m_lastVelocity, 128f);
if (!curvel.ApproxEquals(tmp, VELOCITY_TOLERANCE))
break;
float vx = Math.Abs(curvel.X);
if(vx > 128.0)
break;
float vy = Math.Abs(curvel.Y);
if(vy > 128.0)
break;
float vz = Math.Abs(curvel.Z);
if(vz > 128.0)
break;
if(vx < VELOCITY_TOLERANCE && vy < VELOCITY_TOLERANCE && vz < VELOCITY_TOLERANCE
)
if (Math.Abs(curvel.X) < 1e-4 && Math.Abs(curvel.Y) < 1e-4 && Math.Abs(curvel.Z) < 1e-4)
{
if(!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
if (!AbsolutePosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
break;
if(vx < 1e-4 && vy < 1e-4 && vz < 1e-4 &&
(
Math.Abs(m_lastVelocity.X) > 1e-4 ||
if ( Math.Abs(m_lastVelocity.X) > 1e-4 ||
Math.Abs(m_lastVelocity.Y) > 1e-4 ||
Math.Abs(m_lastVelocity.Z) > 1e-4
))
break;
)
break;
}
if( Math.Abs(angvel.X - m_lastAngularVelocity.X) > ANGVELOCITY_TOLERANCE ||
Math.Abs(angvel.Y - m_lastAngularVelocity.Y) > ANGVELOCITY_TOLERANCE ||
Math.Abs(angvel.Z - m_lastAngularVelocity.Z) > ANGVELOCITY_TOLERANCE)
Vector3 angvel = ClampVectorForTerseUpdate(AngularVelocity, 64f);
tmp = ClampVectorForTerseUpdate(m_lastAngularVelocity, 64f);
if (!angvel.ApproxEquals(tmp, ANGVELOCITY_TOLERANCE))
break;
// viewer interpolators have a limit of 64rad/s
float ax = Math.Abs(angvel.X);
if(ax > 64.0)
break;
float ay = Math.Abs(angvel.Y);
if(ay > 64.0)
break;
float az = Math.Abs(angvel.Z);
if(az > 64.0)
break;
if (
ax < ANGVELOCITY_TOLERANCE &&
ay < ANGVELOCITY_TOLERANCE &&
az < ANGVELOCITY_TOLERANCE &&
if ( Math.Abs(AngularVelocity.X) < 1e-4 &&
Math.Abs(AngularVelocity.Y) < 1e-4 &&
Math.Abs(AngularVelocity.Z) < 1e-4 &&
!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
)
break;
return;
}
}