replace Util.Clamp<T>()

This commit is contained in:
UbitUmarov
2024-06-04 09:01:10 +01:00
parent 5ffe928392
commit 30586b34f6
11 changed files with 44 additions and 43 deletions

View File

@@ -762,8 +762,8 @@ namespace OpenSim.Framework
// There is a practical limit to region size.
if (RegionSizeX > Constants.MaximumRegionSize || RegionSizeY > Constants.MaximumRegionSize)
{
RegionSizeX = Util.Clamp<uint>(RegionSizeX, Constants.RegionSize, Constants.MaximumRegionSize);
RegionSizeY = Util.Clamp<uint>(RegionSizeY, Constants.RegionSize, Constants.MaximumRegionSize);
RegionSizeX = Math.Clamp(RegionSizeX, Constants.RegionSize, Constants.MaximumRegionSize);
RegionSizeY = Math.Clamp(RegionSizeY, Constants.RegionSize, Constants.MaximumRegionSize);
m_log.ErrorFormat("{0} Region dimensions must be less than {1}. Clamping {2}'s size to <{3},{4}>",
LogHeader, Constants.MaximumRegionSize, m_regionName, RegionSizeX, RegionSizeY);
}

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@@ -659,6 +659,7 @@ namespace OpenSim.Framework
return true;
}
//obsolete use Math.Clamp
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static T Clamp<T>(T x, T min, T max)
where T : IComparable<T>

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@@ -349,7 +349,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
get { return m_dripRate; }
set
{
m_dripRate = OpenSim.Framework.Util.Clamp<float>(value, m_minimumFlow, MaxDripRate);
m_dripRate = Math.Clamp(value, m_minimumFlow, MaxDripRate);
if (m_parent != null)
m_parent.RegisterRequest(this, m_dripRate);

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@@ -152,7 +152,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
return;
}
//pass this in as degrees now, convert to radians later during actual work phase
rotation = Util.Clamp<float>(rotation, -359f, 359f);
rotation = Math.Clamp(rotation, -359f, 359f);
});
options.Add("rotation-center=", delegate(string v)
{

View File

@@ -232,9 +232,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
detailTexture[t].UnlockBits(bmdata);
detailTexture[t].Dispose();
mapColorsRed[t] = (byte)Util.Clamp(cR / npixeis, 0 , 255);
mapColorsGreen[t] = (byte)Util.Clamp(cG / npixeis, 0 , 255);
mapColorsBlue[t] = (byte)Util.Clamp(cB / npixeis, 0 , 255);
mapColorsRed[t] = (byte)Math.Clamp(cR / npixeis, 0 , 255);
mapColorsGreen[t] = (byte)Math.Clamp(cG / npixeis, 0 , 255);
mapColorsBlue[t] = (byte)Math.Clamp(cB / npixeis, 0 , 255);
}
}
else

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@@ -1875,7 +1875,7 @@ namespace OpenSim.Region.Framework.Scenes
nowMS = Util.GetTimeStampMS();
sleepMS = (float)(nowMS - lastMS);
sleepError = sleepMS - frameMS;
Util.Clamp(sleepError, 0.0f, 20f);
sleepError = Math.Clamp(sleepError, 0.0f, 20f);
frameMS = (float)(nowMS - framestart);
}
else

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@@ -408,7 +408,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
get { return base.Efficiency; }
set
{
base.Efficiency = Util.Clamp(value, 0f, 1f);
base.Efficiency = Math.Clamp(value, 0f, 1f);
// Compute factors based on efficiency.
// If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot.

View File

@@ -1606,7 +1606,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
returnMass = Density * BSParam.DensityScaleFactor * volume;
returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
returnMass = Math.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
// DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}",
LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size);

View File

@@ -363,8 +363,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS
// First, base addresses are never negative so correct for that possible problem.
if (ret.X < 0f || ret.Y < 0f)
{
ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f);
ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f);
ret.X = Math.Clamp(ret.X, 0f, 1000000f);
ret.Y = Math.Clamp(ret.Y, 0f, 1000000f);
DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}",
BSScene.DetailLogZero, pPos, ret);
}
@@ -510,8 +510,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS
return ret;
// Just some sanity
ret.X = Util.Clamp<float>(ret.X, 0f, 1000000f);
ret.Y = Util.Clamp<float>(ret.Y, 0f, 1000000f);
ret.X = Math.Clamp(ret.X, 0f, 1000000f);
ret.Y = Math.Clamp(ret.Y, 0f, 1000000f);
ret.Z = 0f;
lock (m_terrains)

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@@ -6237,8 +6237,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
float rsy = World.RegionInfo.RegionSizeY;
// can understand what sl does if position is not in region, so do something :)
float px = (float)Util.Clamp(pos.x, 0.5, rsx - 0.5);
float py = (float)Util.Clamp(pos.y, 0.5, rsy - 0.5);
float px = Math.Clamp((float)pos.x, 0.5f, rsx - 0.5f);
float py = Math.Clamp((float)pos.y, 0.5f, rsy - 0.5f);
float ex, ey;
@@ -10247,10 +10247,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return new LSL_List();
}
float repeatX = (float)Util.Clamp(mnrepeat.x,-100.0, 100.0);
float repeatY = (float)Util.Clamp(mnrepeat.y,-100.0, 100.0);
float offsetX = (float)Util.Clamp(mnoffset.x, 0, 1.0);
float offsetY = (float)Util.Clamp(mnoffset.y, 0, 1.0);
float repeatX = Math.Clamp((float)mnrepeat.x,-100.0f, 100.0f);
float repeatY = Math.Clamp((float)mnrepeat.y,-100.0f, 100.0f);
float offsetX = Math.Clamp((float)mnoffset.x, 0f, 1.0f);
float offsetY = Math.Clamp((float)mnoffset.y, 0f, 1.0f);
materialChanged |= SetMaterialNormalMap(part, face, mapID, repeatX, repeatY, offsetX, offsetY, mnrot);
break;
@@ -10349,15 +10349,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return new LSL_List();
}
float srepeatX = (float)Util.Clamp(msrepeat.x, -100.0, 100.0);
float srepeatY = (float)Util.Clamp(msrepeat.y, -100.0, 100.0);
float soffsetX = (float)Util.Clamp(msoffset.x, -1.0, 1.0);
float soffsetY = (float)Util.Clamp(msoffset.y, -1.0, 1.0);
byte colorR = (byte)(255.0 * Util.Clamp(mscolor.x, 0, 1.0) + 0.5);
byte colorG = (byte)(255.0 * Util.Clamp(mscolor.y, 0, 1.0) + 0.5);
byte colorB = (byte)(255.0 * Util.Clamp(mscolor.z, 0, 1.0) + 0.5);
byte gloss = (byte)Util.Clamp((int)msgloss, 0, 255);
byte env = (byte)Util.Clamp((int)msenv, 0, 255);
float srepeatX = Math.Clamp((float)msrepeat.x, -100.0f, 100.0f);
float srepeatY = Math.Clamp((float)msrepeat.y, -100.0f, 100.0f);
float soffsetX = Math.Clamp((float)msoffset.x, -1.0f, 1.0f);
float soffsetY = Math.Clamp((float)msoffset.y, -1.0f, 1.0f);
byte colorR = (byte)(255.0f * Math.Clamp((float)mscolor.x, 0f, 1.0f) + 0.5f);
byte colorG = (byte)(255.0f * Math.Clamp((float)mscolor.y, 0f, 1.0f) + 0.5f);
byte colorB = (byte)(255.0f * Math.Clamp((float)mscolor.z, 0f, 1.0f) + 0.5f);
byte gloss = (byte)Math.Clamp((int)msgloss, 0, 255);
byte env = (byte)Math.Clamp((int)msenv, 0, 255);
materialChanged |= SetMaterialSpecMap(part, face, smapID, srepeatX, srepeatY, soffsetX, soffsetY,
msrot, colorR, colorG, colorB, gloss, env);
@@ -10426,9 +10426,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
part.Shape.ProjectionEntry = true;
part.Shape.ProjectionTextureUUID = stexID;
part.Shape.ProjectionFOV = Util.Clamp(fov, 0, 3.0f);
part.Shape.ProjectionFocus = Util.Clamp(focus, -20.0f, 20.0f);
part.Shape.ProjectionAmbiance = Util.Clamp(amb, 0, 1.0f);
part.Shape.ProjectionFOV = Math.Clamp(fov, 0, 3.0f);
part.Shape.ProjectionFocus = Math.Clamp(focus, -20.0f, 20.0f);
part.Shape.ProjectionAmbiance = Math.Clamp(amb, 0, 1.0f);
part.ParentGroup.HasGroupChanged = true;
part.ScheduleFullUpdate();
@@ -16586,32 +16586,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
int yInt = (int)yPos;
// Corner 1 of 1x1 rectangle
int x = Util.Clamp<int>(xInt+1, 0, World.Heightmap.Width - 1);
int y = Util.Clamp<int>(yInt+1, 0, World.Heightmap.Height - 1);
int x = Math.Clamp(xInt+1, 0, World.Heightmap.Width - 1);
int y = Math.Clamp(yInt+1, 0, World.Heightmap.Height - 1);
Vector3 pos1 = new(x, y, (float)World.Heightmap[x, y]);
// Adjust bounding box
zLower = Math.Min(zLower, pos1.Z);
zUpper = Math.Max(zUpper, pos1.Z);
// Corner 2 of 1x1 rectangle
x = Util.Clamp<int>(xInt, 0, World.Heightmap.Width - 1);
y = Util.Clamp<int>(yInt+1, 0, World.Heightmap.Height - 1);
x = Math.Clamp(xInt, 0, World.Heightmap.Width - 1);
y = Math.Clamp(yInt+1, 0, World.Heightmap.Height - 1);
Vector3 pos2 = new(x, y, (float)World.Heightmap[x, y]);
// Adjust bounding box
zLower = Math.Min(zLower, pos2.Z);
zUpper = Math.Max(zUpper, pos2.Z);
// Corner 3 of 1x1 rectangle
x = Util.Clamp<int>(xInt, 0, World.Heightmap.Width - 1);
y = Util.Clamp<int>(yInt, 0, World.Heightmap.Height - 1);
x = Math.Clamp(xInt, 0, World.Heightmap.Width - 1);
y = Math.Clamp(yInt, 0, World.Heightmap.Height - 1);
Vector3 pos3 = new(x, y, (float)World.Heightmap[x, y]);
// Adjust bounding box
zLower = Math.Min(zLower, pos3.Z);
zUpper = Math.Max(zUpper, pos3.Z);
// Corner 4 of 1x1 rectangle
x = Util.Clamp<int>(xInt+1, 0, World.Heightmap.Width - 1);
y = Util.Clamp<int>(yInt, 0, World.Heightmap.Height - 1);
x = Math.Clamp(xInt+1, 0, World.Heightmap.Width - 1);
y = Math.Clamp(yInt, 0, World.Heightmap.Height - 1);
Vector3 pos4 = new(x, y, (float)World.Heightmap[x, y]);
// Adjust bounding box
zLower = Math.Min(zLower, pos4.Z);

View File

@@ -3968,9 +3968,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
obj.Shape.ProjectionEntry = true;
obj.Shape.ProjectionTextureUUID = texID;
obj.Shape.ProjectionFOV = Util.Clamp((float)fov, 0, 3.0f);
obj.Shape.ProjectionFocus = Util.Clamp((float)focus, -20.0f, 20.0f);
obj.Shape.ProjectionAmbiance = Util.Clamp((float)amb, 0, 1.0f);
obj.Shape.ProjectionFOV = Math.Clamp((float)fov, 0, 3.0f);
obj.Shape.ProjectionFocus = Math.Clamp((float)focus, -20.0f, 20.0f);
obj.Shape.ProjectionAmbiance = Math.Clamp((float)amb, 0, 1.0f);
obj.ParentGroup.HasGroupChanged = true;
obj.ScheduleFullUpdate();