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A couple of small optimizations over the previous commit
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@@ -5587,6 +5587,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name='x'></param>
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public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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{
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// Compute these only once, when this function is called from down below
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qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2);
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//qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2);
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vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
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vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
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vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
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vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
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return CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x);
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}
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@@ -5596,10 +5604,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <remarks>Can only be called by one thread at a time</remarks>
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/// <returns></returns>
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/// <param name='x'></param>
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public bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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{
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qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2);
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qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2);
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if (
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(qdelta1 > QDELTA) ||
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// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
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@@ -5626,12 +5632,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <remarks>Can only be called by one thread at a time</remarks>
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/// <returns></returns>
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/// <param name='x'></param>
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public bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
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{
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vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
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vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
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vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
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vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
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if (
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/* These 4 are the worst offenders!
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* With Singularity, there is a bug where sometimes the spam on these doesn't stop */
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