mirror of
https://github.com/opensim/opensim.git
synced 2026-08-08 02:05:34 +08:00
Formatting cleanup.
This commit is contained in:
@@ -86,11 +86,11 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
private PrimCountTaintedDelegate handlerPrimCountTainted = null;
|
||||
|
||||
/// <summary>
|
||||
/// Signal whether the non-inventory attributes of any prims in the group have changed
|
||||
/// Signal whether the non-inventory attributes of any prims in the group have changed
|
||||
/// since the group's last persistent backup
|
||||
/// </summary>
|
||||
public bool HasGroupChanged = false;
|
||||
|
||||
|
||||
|
||||
|
||||
private LLVector3 lastPhysGroupPos;
|
||||
@@ -119,7 +119,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
/// but not sure a object should have this
|
||||
/// as what does it tell us? that some avatar has selected it (but not what Avatar/user)
|
||||
/// think really there should be a list (or whatever) in each scenepresence
|
||||
/// saying what prim(s) that user has selected.
|
||||
/// saying what prim(s) that user has selected.
|
||||
/// </summary>
|
||||
protected bool m_isSelected = false;
|
||||
|
||||
@@ -134,7 +134,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public int PrimCount
|
||||
{
|
||||
@@ -153,7 +153,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public LLVector3 GroupCentrePoint
|
||||
{
|
||||
@@ -215,7 +215,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
part.GroupPosition = val;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//if (m_rootPart.PhysActor != null)
|
||||
//{
|
||||
//m_rootPart.PhysActor.Position =
|
||||
@@ -225,7 +225,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public override uint LocalId
|
||||
{
|
||||
get
|
||||
@@ -316,17 +316,17 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
#region Constructors
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public SceneObjectGroup()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart.
|
||||
/// The original SceneObjectPart will be used rather than a copy, preserving
|
||||
/// This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart.
|
||||
/// The original SceneObjectPart will be used rather than a copy, preserving
|
||||
/// its existing localID and UUID.
|
||||
/// </summary>
|
||||
/// </summary>
|
||||
public SceneObjectGroup(Scene scene, ulong regionHandle, SceneObjectPart part)
|
||||
{
|
||||
m_scene = scene;
|
||||
@@ -416,7 +416,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public SceneObjectGroup(string xmlData)
|
||||
{
|
||||
@@ -464,7 +464,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
|
||||
LLQuaternion rot, PrimitiveBaseShape shape)
|
||||
@@ -486,7 +486,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public SceneObjectGroup(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos,
|
||||
PrimitiveBaseShape shape)
|
||||
@@ -576,7 +576,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
|
||||
EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation,frontFacesOnly, faceCenters);
|
||||
|
||||
// This may need to be updated to the maximum draw distance possible..
|
||||
// This may need to be updated to the maximum draw distance possible..
|
||||
// We might (and probably will) be checking for prim creation from other sims
|
||||
// when the camera crosses the border.
|
||||
float idist = Constants.RegionSize;
|
||||
@@ -676,7 +676,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
private void SetPartAsRoot(SceneObjectPart part)
|
||||
@@ -693,7 +693,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
DetachFromBackup(this);
|
||||
m_rootPart.m_attachedAvatar = agentID;
|
||||
|
||||
|
||||
|
||||
if (m_rootPart.PhysActor != null)
|
||||
{
|
||||
m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
|
||||
@@ -753,7 +753,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
AttachToBackup();
|
||||
m_rootPart.ScheduleFullUpdate();
|
||||
m_rootPart.ClearUndoState();
|
||||
|
||||
|
||||
}
|
||||
public void DetachToInventoryPrep()
|
||||
{
|
||||
@@ -764,7 +764,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
//detachedpos = avatar.AbsolutePosition;
|
||||
avatar.RemoveAttachment(this);
|
||||
}
|
||||
|
||||
|
||||
m_rootPart.m_attachedAvatar = LLUUID.Zero;
|
||||
m_rootPart.SetParentLocalId(0);
|
||||
//m_rootPart.SetAttachmentPoint((byte)0);
|
||||
@@ -773,10 +773,10 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
//m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
|
||||
//AttachToBackup();
|
||||
//m_rootPart.ScheduleFullUpdate();
|
||||
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
private void SetPartAsNonRoot(SceneObjectPart part)
|
||||
@@ -802,7 +802,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Added as a way for the storage provider to reset the scene,
|
||||
/// Added as a way for the storage provider to reset the scene,
|
||||
/// most likely a better way to do this sort of thing but for now...
|
||||
/// </summary>
|
||||
/// <param name="scene"></param>
|
||||
@@ -813,7 +813,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
public void AddPart(SceneObjectPart part)
|
||||
@@ -826,7 +826,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
try
|
||||
{
|
||||
m_parts.Add(part.UUID, part);
|
||||
|
||||
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
@@ -836,7 +836,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public void UpdateParentIDs()
|
||||
{
|
||||
@@ -847,7 +847,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
if (part.UUID != m_rootPart.UUID)
|
||||
{
|
||||
part.ParentID = m_rootPart.LocalId;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -860,7 +860,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
foreach (SceneObjectPart part in m_parts.Values)
|
||||
{
|
||||
part.UUID = LLUUID.Random();
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -897,7 +897,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
{
|
||||
SceneObjectPart part = GetChildPart(localId);
|
||||
OnGrabPart(part, offsetPos, remoteClient);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -905,7 +905,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
{
|
||||
part.StoreUndoState();
|
||||
part.OnGrab(offsetPos, remoteClient);
|
||||
|
||||
|
||||
}
|
||||
|
||||
public virtual void OnGrabGroup(LLVector3 offsetPos, IClientAPI remoteClient)
|
||||
@@ -1068,7 +1068,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
#region Events
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public void TriggerTainted()
|
||||
{
|
||||
@@ -1198,7 +1198,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
|
||||
dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
|
||||
}
|
||||
// Now we've made a copy that replaces this one, we need to
|
||||
// Now we've made a copy that replaces this one, we need to
|
||||
// switch the owner to the person who did the copying
|
||||
// Second Life copies an object and duplicates the first one in it's place
|
||||
// So, we have to make a copy of this one, set it in it's place then set the owner on this one
|
||||
@@ -1227,7 +1227,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
/// <param name="cAgentID"></param>
|
||||
@@ -1359,7 +1359,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
/// <param name="cAgentID"></param>
|
||||
@@ -1373,14 +1373,14 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
{
|
||||
m_parts.Add(newPart.UUID, newPart);
|
||||
}
|
||||
|
||||
|
||||
SetPartAsNonRoot(newPart);
|
||||
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset the LLUUIDs for all the prims that make up this group.
|
||||
///
|
||||
///
|
||||
/// This is called by methods which want to add a new group to an existing scene, in order
|
||||
/// to ensure that there are no clashes with groups already present.
|
||||
/// </summary>
|
||||
@@ -1398,7 +1398,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags)
|
||||
@@ -1425,7 +1425,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
/// </summary>
|
||||
public override void Update()
|
||||
{
|
||||
|
||||
|
||||
lock (m_parts)
|
||||
{
|
||||
//if (m_rootPart.m_IsAttachment)
|
||||
@@ -1436,7 +1436,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
//}
|
||||
//return;
|
||||
//}
|
||||
|
||||
|
||||
if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
|
||||
{
|
||||
m_rootPart.UpdateFlag = 1;
|
||||
@@ -1447,10 +1447,10 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
//if (part.UpdateFlag == 0) part.UpdateFlag = 1;
|
||||
//}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
checkAtTargets();
|
||||
|
||||
|
||||
|
||||
if ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
|
||||
|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
|
||||
@@ -1508,7 +1508,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public void ScheduleGroupForTerseUpdate()
|
||||
{
|
||||
@@ -1524,7 +1524,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public void SendGroupFullUpdate()
|
||||
{
|
||||
@@ -1545,7 +1545,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
public void SendGroupTerseUpdate()
|
||||
{
|
||||
@@ -1669,7 +1669,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
{
|
||||
if (objectGroup.RootPart.UpdateFlag > 0)
|
||||
{
|
||||
// I've never actually seen this happen, though I think it's theoretically possible
|
||||
// I've never actually seen this happen, though I think it's theoretically possible
|
||||
m_log.WarnFormat(
|
||||
"[SCENE OBJECT GROUP]: Aborted linking {0}, {1} to {2}, {3} as it has yet to finish delinking",
|
||||
objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
|
||||
@@ -1678,7 +1678,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
|
||||
// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
|
||||
// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
|
||||
|
||||
SceneObjectPart linkPart = objectGroup.m_rootPart;
|
||||
@@ -1747,19 +1747,19 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Delink the given prim from this group. The delinked prim is established as
|
||||
/// Delink the given prim from this group. The delinked prim is established as
|
||||
/// an independent SceneObjectGroup.
|
||||
/// </summary>
|
||||
/// <param name="partID"></param>
|
||||
public void DelinkFromGroup(uint partID)
|
||||
{
|
||||
SceneObjectPart linkPart = GetChildPart(partID);
|
||||
|
||||
|
||||
if (null != linkPart)
|
||||
{
|
||||
linkPart.ClearUndoState();
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
|
||||
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
|
||||
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
|
||||
|
||||
LLQuaternion worldRot = linkPart.GetWorldRotation();
|
||||
@@ -1777,8 +1777,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
|
||||
}
|
||||
|
||||
// We need to reset the child part's position
|
||||
// ready for life as a separate object after being a part of another object
|
||||
// We need to reset the child part's position
|
||||
// ready for life as a separate object after being a part of another object
|
||||
Quaternion parentRot
|
||||
= new Quaternion(
|
||||
m_rootPart.RotationOffset.W,
|
||||
@@ -1933,7 +1933,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
m_rootPart.TouchName, new byte[0], m_rootPart.SitName, m_rootPart.Name, m_rootPart.Description,
|
||||
m_rootPart.OwnerMask, m_rootPart.NextOwnerMask, m_rootPart.GroupMask, m_rootPart.EveryoneMask,
|
||||
m_rootPart.BaseMask);
|
||||
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1998,13 +1998,13 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="localID"></param>
|
||||
/// <param name="type"></param>
|
||||
/// <param name="inUse"></param>
|
||||
/// <param name="data"></param>
|
||||
///
|
||||
///
|
||||
public void UpdatePrimFlags(uint localID, ushort type, bool inUse, byte[] data)
|
||||
{
|
||||
SceneObjectPart part = GetChildPart(localID);
|
||||
@@ -2046,7 +2046,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="localID"></param>
|
||||
/// <param name="textureEntry"></param>
|
||||
@@ -2071,7 +2071,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
#region Shape
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="shapeBlock"></param>
|
||||
public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock, uint localID)
|
||||
@@ -2091,7 +2091,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
#region Resize
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="scale"></param>
|
||||
/// <param name="localID"></param>
|
||||
@@ -2169,7 +2169,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
#region Position
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="pos"></param>
|
||||
public void UpdateGroupPosition(LLVector3 pos)
|
||||
@@ -2189,7 +2189,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="localID"></param>
|
||||
@@ -2210,7 +2210,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="pos"></param>
|
||||
private void UpdateRootPosition(LLVector3 pos)
|
||||
@@ -2255,7 +2255,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
#region Rotation
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="rot"></param>
|
||||
public void UpdateGroupRotation(LLQuaternion rot)
|
||||
@@ -2272,7 +2272,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="rot"></param>
|
||||
@@ -2291,7 +2291,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="rot"></param>
|
||||
/// <param name="localID"></param>
|
||||
@@ -2312,7 +2312,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="rot"></param>
|
||||
private void UpdateRootRotation(LLQuaternion rot)
|
||||
@@ -2463,7 +2463,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
// Reusing att.tolerance to hold the index of the target in the targets dictionary
|
||||
// to avoid deadlocking the sim.
|
||||
m_scene.TriggerAtTargetEvent(localids[ctr], (uint)att.tolerance, att.targetPos, m_rootPart.GroupPosition);
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user