* Optimized usings

* shortened references
* Removed redundant 'this'
* Normalized EOF
This commit is contained in:
lbsa71
2007-12-27 21:41:48 +00:00
parent d508d77122
commit efd90b56b7
277 changed files with 4685 additions and 4408 deletions

View File

@@ -28,6 +28,7 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Text;
using System.Xml;
@@ -38,7 +39,6 @@ using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Physics.Manager;
using System.Drawing;
namespace OpenSim.Region.Environment.Scenes
{
@@ -74,11 +74,13 @@ namespace OpenSim.Region.Environment.Scenes
{
get { return m_rootPart.RotationOffset; }
}
public LLUUID GroupID
{
get { return m_rootPart.GroupID; }
set { m_rootPart.GroupID = value; }
}
/// <summary>
///
/// </summary>
@@ -242,7 +244,7 @@ namespace OpenSim.Region.Environment.Scenes
part.ParentID = 0;
part.LinkNum = 0;
m_parts.Add(part.UUID, part);
SetPartAsRoot(part);
RegionHandle = regionHandle;
@@ -295,7 +297,6 @@ namespace OpenSim.Region.Environment.Scenes
sr.Close();
m_rootPart.LocalID = m_scene.PrimIDAllocate();
m_rootPart.ParentID = 0;
m_rootPart.RegionHandle = m_regionHandle;
@@ -376,9 +377,10 @@ namespace OpenSim.Region.Environment.Scenes
foreach (SceneObjectPart part in m_parts.Values)
{
Vector3 partPosition = new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
Quaternion parentrotation = new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
Vector3 partPosition =
new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
Quaternion parentrotation =
new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
// Telling the prim to raytrace.
EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
@@ -389,14 +391,11 @@ namespace OpenSim.Region.Environment.Scenes
float idist = 256f;
if (inter.HitTF)
{
// We need to find the closest prim to return to the testcaller along the ray
if (inter.distance < idist)
{
idist = inter.distance;
returnresult.HitTF = true;
returnresult.ipoint = inter.ipoint;
@@ -405,15 +404,11 @@ namespace OpenSim.Region.Environment.Scenes
returnresult.distance = inter.distance;
}
}
}
return returnresult;
}
/// <summary>
///
/// </summary>
@@ -524,7 +519,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <returns></returns>
public SceneObjectGroup Copy(LLUUID cAgentID, LLUUID cGroupID)
{
SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
SceneObjectGroup dupe = (SceneObjectGroup) MemberwiseClone();
dupe.m_parts = new Dictionary<LLUUID, SceneObjectPart>();
dupe.m_parts.Clear();
//dupe.OwnerID = AgentID;
@@ -549,9 +544,8 @@ namespace OpenSim.Region.Environment.Scenes
new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z),
new Quaternion(dupe.RootPart.RotationOffset.W, dupe.RootPart.RotationOffset.X,
dupe.RootPart.RotationOffset.Y, dupe.RootPart.RotationOffset.Z),
dupe.RootPart.PhysActor.IsPhysical);
dupe.RootPart.PhysActor.IsPhysical);
dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
}
// Now we've made a copy that replaces this one, we need to
// switch the owner to the person who did the copying
@@ -559,8 +553,8 @@ namespace OpenSim.Region.Environment.Scenes
// So, we have to make a copy of this one, set it in it's place then set the owner on this one
SetRootPartOwner(m_rootPart, cAgentID, cGroupID);
m_rootPart.ScheduleFullUpdate();
List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.Values);
@@ -571,7 +565,6 @@ namespace OpenSim.Region.Environment.Scenes
dupe.CopyPart(part, OwnerID, GroupID);
SetPartOwner(part, cAgentID, cGroupID);
part.ScheduleFullUpdate();
}
}
dupe.UpdateParentIDs();
@@ -601,7 +594,7 @@ namespace OpenSim.Region.Environment.Scenes
part.OwnerID = cAgentID;
part.GroupID = cGroupID;
if (part.OwnerID != cAgentID)
{
// Apply Next Owner Permissions if we're not bypassing permissions
@@ -637,6 +630,7 @@ namespace OpenSim.Region.Environment.Scenes
m_parts.Add(part.UUID, part);
}
}
/// <summary>
///
/// </summary>
@@ -666,8 +660,8 @@ namespace OpenSim.Region.Environment.Scenes
objPropDB.Description = Helpers.StringToField(RootPart.Description);
objPropFamilyPack.ObjectData = objPropDB;
remoteClient.OutPacket(objPropFamilyPack, ThrottleOutPacketType.Task);
}
public void SetPartOwner(SceneObjectPart part, LLUUID cAgentID, LLUUID cGroupID)
{
part.OwnerID = cAgentID;
@@ -884,12 +878,12 @@ namespace OpenSim.Region.Environment.Scenes
Quaternion parentRot =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
axPos = parentRot.Inverse() * axPos;
axPos = parentRot.Inverse()*axPos;
linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
Quaternion oldRot =
new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X, linkPart.RotationOffset.Y,
linkPart.RotationOffset.Z);
Quaternion newRot = parentRot.Inverse() * oldRot;
Quaternion newRot = parentRot.Inverse()*oldRot;
linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
linkPart.ParentID = m_rootPart.LocalID;
linkPart.LinkNum = m_parts.Count;
@@ -949,7 +943,7 @@ namespace OpenSim.Region.Environment.Scenes
linkPart.OffsetPosition.Y,
linkPart.OffsetPosition.Z);
axPos = parentRot * axPos;
axPos = parentRot*axPos;
linkPart.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
linkPart.OffsetPosition = new LLVector3(0, 0, 0);
@@ -960,7 +954,7 @@ namespace OpenSim.Region.Environment.Scenes
linkPart.RotationOffset.X,
linkPart.RotationOffset.Y,
linkPart.RotationOffset.Z);
Quaternion newRot = parentRot * oldRot;
Quaternion newRot = parentRot*oldRot;
linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
// Add physics information back to delinked part if appropriate
@@ -978,7 +972,6 @@ namespace OpenSim.Region.Environment.Scenes
linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
m_rootPart.PhysActor.IsPhysical);
m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
}
SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
@@ -990,8 +983,8 @@ namespace OpenSim.Region.Environment.Scenes
else
{
MainLog.Instance.Verbose("SCENE",
"DelinkFromGroup(): Child prim local id {0} not found in object with root prim id {1}",
partID, LocalId);
"DelinkFromGroup(): Child prim local id {0} not found in object with root prim id {1}",
partID, LocalId);
}
}
@@ -1008,7 +1001,7 @@ namespace OpenSim.Region.Environment.Scenes
m_parts.Add(part.UUID, part);
Vector3 axiomOldPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
axiomOldPos = oldGroupRotation * axiomOldPos;
axiomOldPos = oldGroupRotation*axiomOldPos;
axiomOldPos += oldGroupPosition;
LLVector3 oldAbsolutePosition = new LLVector3(axiomOldPos.x, axiomOldPos.y, axiomOldPos.z);
part.OffsetPosition = oldAbsolutePosition - AbsolutePosition;
@@ -1018,15 +1011,15 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.RotationOffset.Z);
Vector3 axiomPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
axiomPos = axiomRootRotation.Inverse() * axiomPos;
axiomPos = axiomRootRotation.Inverse()*axiomPos;
part.OffsetPosition = new LLVector3(axiomPos.x, axiomPos.y, axiomPos.z);
Quaternion axiomPartRotation =
new Quaternion(part.RotationOffset.W, part.RotationOffset.X, part.RotationOffset.Y,
part.RotationOffset.Z);
axiomPartRotation = oldGroupRotation * axiomPartRotation;
axiomPartRotation = axiomRootRotation.Inverse() * axiomPartRotation;
axiomPartRotation = oldGroupRotation*axiomPartRotation;
axiomPartRotation = axiomRootRotation.Inverse()*axiomPartRotation;
part.RotationOffset =
new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w);
}
@@ -1056,12 +1049,12 @@ namespace OpenSim.Region.Environment.Scenes
proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[1];
proper.ObjectData[0] = new ObjectPropertiesPacket.ObjectDataBlock();
proper.ObjectData[0].ItemID = LLUUID.Zero;
proper.ObjectData[0].CreationDate = (ulong)m_rootPart.CreationDate;
proper.ObjectData[0].CreationDate = (ulong) m_rootPart.CreationDate;
proper.ObjectData[0].CreatorID = m_rootPart.CreatorID;
proper.ObjectData[0].FolderID = LLUUID.Zero;
proper.ObjectData[0].FromTaskID = LLUUID.Zero;
proper.ObjectData[0].GroupID = LLUUID.Zero;
proper.ObjectData[0].InventorySerial = (short)m_rootPart.InventorySerial;
proper.ObjectData[0].InventorySerial = (short) m_rootPart.InventorySerial;
proper.ObjectData[0].LastOwnerID = m_rootPart.LastOwnerID;
proper.ObjectData[0].ObjectID = UUID;
proper.ObjectData[0].OwnerID = m_rootPart.OwnerID;
@@ -1155,7 +1148,7 @@ namespace OpenSim.Region.Environment.Scenes
else
{
MainLog.Instance.Warn(
"SCENE",
"SCENE",
"Couldn't find part {0} in object group {1} ({2}) to retreive prim inventory",
localID, LocalId, UUID);
}
@@ -1272,10 +1265,8 @@ namespace OpenSim.Region.Environment.Scenes
public void UpdatePermissions(LLUUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
{
SceneObjectPart updatePart = GetChildPart(localID);
updatePart.UpdatePermissions(AgentID,field,localID,mask,addRemTF);
updatePart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
}
#endregion
@@ -1304,9 +1295,8 @@ namespace OpenSim.Region.Environment.Scenes
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X,
m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z),
m_rootPart.PhysActor.IsPhysical);
bool UsePhysics = ((m_rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0);
bool UsePhysics = ((m_rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
m_rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
}
}
@@ -1350,11 +1340,10 @@ namespace OpenSim.Region.Environment.Scenes
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{
AbsolutePosition = pos;
}
//we need to do a terse update even if the move wasn't allowed
// so that the position is reset in the client (the object snaps back)
ScheduleGroupForTerseUpdate();
ScheduleGroupForTerseUpdate();
}
/// <summary>
@@ -1394,7 +1383,7 @@ namespace OpenSim.Region.Environment.Scenes
Quaternion partRotation =
new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
m_rootPart.RotationOffset.Z);
axDiff = partRotation.Inverse() * axDiff;
axDiff = partRotation.Inverse()*axDiff;
diff.X = axDiff.x;
diff.Y = axDiff.y;
diff.Z = axDiff.z;
@@ -1496,14 +1485,14 @@ namespace OpenSim.Region.Environment.Scenes
if (prim.UUID != m_rootPart.UUID)
{
Vector3 axPos = new Vector3(prim.OffsetPosition.X, prim.OffsetPosition.Y, prim.OffsetPosition.Z);
axPos = oldParentRot * axPos;
axPos = axRot.Inverse() * axPos;
axPos = oldParentRot*axPos;
axPos = axRot.Inverse()*axPos;
prim.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
Quaternion primsRot =
new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y,
prim.RotationOffset.Z);
Quaternion newRot = oldParentRot * primsRot;
newRot = axRot.Inverse() * newRot;
Quaternion newRot = oldParentRot*primsRot;
newRot = axRot.Inverse()*newRot;
prim.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
prim.ScheduleTerseUpdate();
}
@@ -1736,10 +1725,10 @@ namespace OpenSim.Region.Environment.Scenes
public override void SetText(string text, Vector3 color, double alpha)
{
Color = Color.FromArgb(0xff - (int)(alpha * 0xff),
(int)(color.x * 0xff),
(int)(color.y * 0xff),
(int)(color.z * 0xff));
Color = Color.FromArgb(0xff - (int) (alpha*0xff),
(int) (color.x*0xff),
(int) (color.y*0xff),
(int) (color.z*0xff));
Text = text;
}
@@ -1748,4 +1737,4 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.ApplyPhysics();
}
}
}
}