* Optimized usings

* Shortened type references
* Removed redundant 'this' qualifier
This commit is contained in:
lbsa71
2007-10-30 09:05:31 +00:00
parent c32d1f0562
commit 67e12b95ea
353 changed files with 15459 additions and 10338 deletions

View File

@@ -39,7 +39,6 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
public BasicPhysicsPlugin()
{
}
public bool Init()
@@ -59,7 +58,6 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
public void Dispose()
{
}
}
@@ -70,7 +68,6 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
public BasicScene()
{
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
@@ -83,17 +80,15 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
public override void RemovePrim(PhysicsActor prim)
{
}
public override void RemoveAvatar(PhysicsActor actor)
{
BasicActor act = (BasicActor)actor;
BasicActor act = (BasicActor) actor;
if (_actors.Contains(act))
{
_actors.Remove(act);
}
}
/*
@@ -102,7 +97,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
return null;
}
*/
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation)
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation)
{
return null;
}
@@ -112,8 +109,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
foreach (BasicActor actor in _actors)
{
actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
actor.Position.X = actor.Position.X + (actor.Velocity.X*timeStep);
actor.Position.Y = actor.Position.Y + (actor.Velocity.Y*timeStep);
if (actor.Position.Y < 0)
{
actor.Position.Y = 0.1F;
@@ -132,17 +129,18 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
actor.Position.X = 255.9F;
}
float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.0f;
float height = _heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 1.0f;
if (actor.Flying)
{
if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)
if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
_heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 2)
{
actor.Position.Z = height;
actor.Velocity.Z = 0;
}
else
{
actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
actor.Position.Z = actor.Position.Z + (actor.Velocity.Z*timeStep);
}
}
else
@@ -150,32 +148,26 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
actor.Position.Z = height;
actor.Velocity.Z = 0;
}
}
}
public override void GetResults()
{
}
public override bool IsThreaded
{
get
{
return (false); // for now we won't be multithreaded
get { return (false); // for now we won't be multithreaded
}
}
public override void SetTerrain(float[] heightMap)
{
this._heightMap = heightMap;
_heightMap = heightMap;
}
public override void DeleteTerrain()
{
}
}
@@ -185,6 +177,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private bool flying;
public BasicActor()
{
_velocity = new PhysicsVector();
@@ -194,97 +187,56 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
public override bool Flying
{
get
{
return flying;
}
set
{
flying = value;
}
get { return flying; }
set { flying = value; }
}
public override PhysicsVector Position
{
get
{
return _position;
}
set
{
_position = value;
}
get { return _position; }
set { _position = value; }
}
public override PhysicsVector Size
{
get
{
return new PhysicsVector(0, 0, 0);
}
set
{
}
get { return new PhysicsVector(0, 0, 0); }
set { }
}
public override PhysicsVector Velocity
{
get
{
return _velocity;
}
set
{
_velocity = value;
}
get { return _velocity; }
set { _velocity = value; }
}
public override Quaternion Orientation
{
get
{
return Quaternion.Identity;
}
set
{
}
get { return Quaternion.Identity; }
set { }
}
public override PhysicsVector Acceleration
{
get
{
return _acceleration;
}
get { return _acceleration; }
}
public override bool Kinematic
{
get
{
return true;
}
set
{
}
get { return true; }
set { }
}
public void SetAcceleration(PhysicsVector accel)
{
this._acceleration = accel;
_acceleration = accel;
}
public override void AddForce(PhysicsVector force)
{
}
public override void SetMomentum(PhysicsVector momentum)
{
}
}
}
}