Formatting cleanup.

This commit is contained in:
Jeff Ames
2008-05-16 01:22:11 +00:00
parent e25818d832
commit 65c5efe43b
261 changed files with 3718 additions and 3831 deletions

View File

@@ -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);
}
}