refactor: move code to obtain the coalescence size and object offsets into CoalescedSceneObjects from the serializer.

This commit is contained in:
Justin Clark-Casey (justincc)
2011-04-13 21:48:16 +01:00
parent d8d28c3737
commit 68cc5b46fe
3 changed files with 39 additions and 16 deletions

View File

@@ -42,6 +42,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
/// <summary>
/// Serialize and deserialize coalesced scene objects.
/// </summary>
/// <remarks>
/// Deserialization not yet here.
/// </remarks>
public class CoalescedSceneObjectsSerializer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -60,29 +63,23 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
{
{
Vector3 size;
List<SceneObjectGroup> coaObjects = coa.Objects;
// m_log.DebugFormat(
// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing {0} objects for coalesced object",
// coaObjects.Count);
float minX, minY, minZ;
float maxX, maxY, maxZ;
Vector3[] offsets = Scene.GetCombinedBoundingBox(coaObjects,
out minX, out maxX, out minY, out maxY,
out minZ, out maxZ);
// This is weak - we're relying on the set of coalesced objects still being identical
Vector3[] offsets = coa.GetSizeAndOffsets(out size);
writer.WriteStartElement("CoalescedObject");
float sizeX = maxX - minX;
float sizeY = maxY - minY;
float sizeZ = maxZ - minZ;
writer.WriteAttributeString("x", sizeX.ToString());
writer.WriteAttributeString("y", sizeY.ToString());
writer.WriteAttributeString("z", sizeZ.ToString());
writer.WriteAttributeString("x", size.X.ToString());
writer.WriteAttributeString("y", size.Y.ToString());
writer.WriteAttributeString("z", size.Z.ToString());
// Embed the offsets into the group XML
for (int i = 0; i < coaObjects.Count; i++)
@@ -100,7 +97,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, true);
writer.WriteEndElement();
writer.WriteEndElement(); // SceneObjectGroup
}
writer.WriteEndElement(); // CoalescedObject