cosmetics; remove old unused sop rotation axis ints

This commit is contained in:
UbitUmarov
2024-02-15 18:48:00 +00:00
parent cc3adba92a
commit dd58a3a57c
4 changed files with 119 additions and 170 deletions

View File

@@ -4753,45 +4753,41 @@ namespace OpenSim.Region.Framework.Scenes
#endregion
internal void SetAxisRotation(int axis, int rotate10)
public void SetAxisRotation(int axis, int rotate10)
{
bool setX = ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0);
bool setY = ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0);
bool setZ = ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0);
if((axis & (int)(axisSelect.STATUS_ROTATE_X | axisSelect.STATUS_ROTATE_Y | axisSelect.STATUS_ROTATE_Z)) == 0)
return;
if (setX || setY || setZ)
bool lockaxis = rotate10 == 0; // zero means axis locked
byte locks = RootPart.RotationAxisLocks;
if ((axis & (int)axisSelect.STATUS_ROTATE_X) != 0)
{
bool lockaxis = (rotate10 == 0); // zero means axis locked
if (lockaxis)
locks |= (byte)axisSelect.STATUS_ROTATE_X;
else
locks &= (byte)axisSelect.NOT_STATUS_ROTATE_X;
}
byte locks = RootPart.RotationAxisLocks;
if ((axis & (int)axisSelect.STATUS_ROTATE_Y) != 0)
{
if (lockaxis)
locks |= (byte)axisSelect.STATUS_ROTATE_Y;
else
locks &= (byte)axisSelect.NOT_STATUS_ROTATE_Y;
}
if (setX)
{
if(lockaxis)
locks |= (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X;
else
locks &= (byte)SceneObjectGroup.axisSelect.NOT_STATUS_ROTATE_X;
}
if ((axis & (int)axisSelect.STATUS_ROTATE_Z) != 0)
{
if (lockaxis)
locks |= (byte)axisSelect.STATUS_ROTATE_Z;
else
locks &= (byte)axisSelect.NOT_STATUS_ROTATE_Z;
}
if (setY)
{
if(lockaxis)
locks |= (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y;
else
locks &= (byte)SceneObjectGroup.axisSelect.NOT_STATUS_ROTATE_Y;
}
if (setZ)
{
if(lockaxis)
locks |= (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z;
else
locks &= (byte)SceneObjectGroup.axisSelect.NOT_STATUS_ROTATE_Z;
}
RootPart.RotationAxisLocks = locks;
RootPart.SetPhysicsAxisRotation();
}
RootPart.RotationAxisLocks = locks;
RootPart.SetPhysicsAxisRotation();
}
public int GetAxisRotation(int axis)
@@ -4799,11 +4795,11 @@ namespace OpenSim.Region.Framework.Scenes
byte rotAxislocks = RootPart.RotationAxisLocks;
// if multiple return the one with higher id
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z)
return (rotAxislocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) == 0 ? 1:0;
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y)
return (rotAxislocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) == 0 ? 1:0;
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X)
if (axis == (int)axisSelect.STATUS_ROTATE_Z)
return (rotAxislocks & (byte)axisSelect.STATUS_ROTATE_Z) == 0 ? 1:0;
if (axis == (int)axisSelect.STATUS_ROTATE_Y)
return (rotAxislocks & (byte)axisSelect.STATUS_ROTATE_Y) == 0 ? 1:0;
if (axis == (int)axisSelect.STATUS_ROTATE_X)
return (rotAxislocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) == 0 ? 1:0;
return 0;