change SitTarget calls from functions to properties

This commit is contained in:
Sean Dague
2008-07-07 20:12:14 +00:00
parent de69ecfaae
commit 867d72c956
8 changed files with 86 additions and 102 deletions

View File

@@ -1508,28 +1508,6 @@ namespace OpenSim.Region.Environment.Scenes
return LLUUID.Zero;
}
public Quaternion GetSitTargetOrientation()
{
return m_sitTargetOrientation;
}
public LLQuaternion GetSitTargetOrientationLL()
{
return
new LLQuaternion(m_sitTargetOrientation.x, m_sitTargetOrientation.y, m_sitTargetOrientation.z,
m_sitTargetOrientation.w);
}
public Vector3 GetSitTargetPosition()
{
return m_sitTargetPosition;
}
public LLVector3 GetSitTargetPositionLL()
{
return new LLVector3(m_sitTargetPosition.x, m_sitTargetPosition.y, m_sitTargetPosition.z);
}
/// <summary>
/// Method for a prim to get it's world position from the group.
/// Remember, the Group Position simply gives the position of the group itself
@@ -2382,23 +2360,23 @@ namespace OpenSim.Region.Environment.Scenes
aggregateScriptEvents();
}
public void SetSitTarget(Vector3 offset, Quaternion orientation)
{
m_sitTargetPosition = offset;
m_sitTargetOrientation = orientation;
}
// public void SetSitTarget(Vector3 offset, Quaternion orientation)
// {
// m_sitTargetPosition = offset;
// m_sitTargetOrientation = orientation;
// }
// Utility function so the databases don't have to reference axiom.math
public void SetSitTargetLL(LLVector3 offset, LLQuaternion orientation)
{
if (
!(offset.X == 0 && offset.Y == 0 && offset.Z == 0 && (orientation.W == 0 || orientation.W == 1) &&
orientation.X == 0 && orientation.Y == 0 && orientation.Z == 0))
{
m_sitTargetPosition = new Vector3(offset.X, offset.Y, offset.Z);
m_sitTargetOrientation = new Quaternion(orientation.W, orientation.X, orientation.Y, orientation.Z);
}
}
// // Utility function so the databases don't have to reference axiom.math
// public void SetSitTargetLL(LLVector3 offset, LLQuaternion orientation)
// {
// if (
// !(offset.X == 0 && offset.Y == 0 && offset.Z == 0 && (orientation.W == 0 || orientation.W == 1) &&
// orientation.X == 0 && orientation.Y == 0 && orientation.Z == 0))
// {
// m_sitTargetPosition = new Vector3(offset.X, offset.Y, offset.Z);
// m_sitTargetOrientation = new Quaternion(orientation.W, orientation.X, orientation.Y, orientation.Z);
// }
// }
/// <summary>
/// Set the text displayed for this part.