Misc. cleanup:

* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
This commit is contained in:
Jeff Ames
2007-12-19 08:44:25 +00:00
parent bd16dddce5
commit 6702b03733
16 changed files with 136 additions and 155 deletions

View File

@@ -88,7 +88,6 @@ namespace OpenSim.Region.Environment.Scenes
m_textureEntry = GetDefaultTextureEntry();
}
/// <summary>
///
/// </summary>
@@ -109,7 +108,6 @@ namespace OpenSim.Region.Environment.Scenes
// (float)m_visualParams[125] = LegLength
m_avatarHeight = (1.50856f + (((float)m_visualParams[25] / 255.0f) * (2.525506f - 1.50856f)))
+ (((float)m_visualParams[125] / 255.0f) / 1.5f);
}
/// <summary>
@@ -119,7 +117,7 @@ namespace OpenSim.Region.Environment.Scenes
public void SendAppearanceToOtherAgent(ScenePresence avatar)
{
avatar.ControllingClient.SendAppearance(m_scenePresenceID, m_visualParams,
m_textureEntry.ToBytes());
m_textureEntry.ToBytes());
}
public void SetWearable(IClientAPI client, int wearableId, AvatarWearable wearable)

View File

@@ -1233,25 +1233,37 @@ namespace OpenSim.Region.Environment.Scenes
uint neighbourx = m_regionInfo.RegionLocX;
uint neighboury = m_regionInfo.RegionLocY;
if (pos.X < 1.7F)
// distance to edge that will trigger crossing
const float boundaryDistance = 1.7f;
// distance into new region to place avatar
const float enterDistance = 0.1f;
// region size
// TODO: this should be hard-coded in some common place
const float regionWidth = 256;
const float regionHeight = 256;
if (pos.X < boundaryDistance)
{
neighbourx -= 1;
newpos.X = 255.9F;
neighbourx--;
newpos.X = regionWidth - enterDistance;
}
if (pos.X > 254.3F)
else if (pos.X > regionWidth - boundaryDistance)
{
neighbourx += 1;
newpos.X = 0.1F;
neighbourx++;
newpos.X = enterDistance;
}
if (pos.Y < 1.7F)
if (pos.Y < boundaryDistance)
{
neighboury -= 1;
newpos.Y = 255.9F;
neighboury--;
newpos.Y = regionHeight - enterDistance;
}
if (pos.Y > 254.3F)
else if (pos.Y > regionHeight - boundaryDistance)
{
neighboury += 1;
newpos.Y = 0.1F;
neighboury++;
newpos.Y = enterDistance;
}
LLVector3 vel = m_velocity;