* 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

@@ -25,8 +25,8 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using Axiom.Math;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
@@ -114,10 +114,10 @@ namespace OpenSim.Region.Physics.POSPlugin
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation)
{
return this.AddPrimShape(primName, pbs, position, size, rotation, false);
return AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical)
{
POSPrim prim = new POSPrim();
@@ -136,18 +136,20 @@ namespace OpenSim.Region.Physics.POSPlugin
" sizeX: " + p.Size.X * 0.5 + 0.5);
*/
Vector3 rotatedPos = p.Orientation.Inverse() * new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, c.Position.Z - p.Position.Z);
Vector3 avatarSize = p.Orientation.Inverse() * new Vector3(c.Size.X, c.Size.Y, c.Size.Z);
Vector3 rotatedPos = p.Orientation.Inverse()*
new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
c.Position.Z - p.Position.Z);
Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z);
if (Math.Abs(rotatedPos.x) >= (p.Size.X * 0.5 + Math.Abs(avatarSize.x)))
if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x)))
{
return false;
}
if (Math.Abs(rotatedPos.y) >= (p.Size.Y * 0.5 + Math.Abs(avatarSize.y)))
if (Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y)))
{
return false;
}
if (Math.Abs(rotatedPos.z) >= (p.Size.Z * 0.5 + Math.Abs(avatarSize.z)))
if (Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z)))
{
return false;
}
@@ -182,12 +184,12 @@ namespace OpenSim.Region.Physics.POSPlugin
if (!character.Flying)
{
character._target_velocity.Z += gravity * timeStep;
character._target_velocity.Z += gravity*timeStep;
}
bool forcedZ = false;
character.Position.X += character._target_velocity.X * timeStep;
character.Position.Y += character._target_velocity.Y * timeStep;
character.Position.X += character._target_velocity.X*timeStep;
character.Position.Y += character._target_velocity.Y*timeStep;
if (character.Position.Y < 0)
{
@@ -207,15 +209,15 @@ namespace OpenSim.Region.Physics.POSPlugin
character.Position.X = 255.9F;
}
float terrainheight = _heightMap[(int)character.Position.Y * 256 + (int)character.Position.X];
if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
float terrainheight = _heightMap[(int) character.Position.Y*256 + (int) character.Position.X];
if (character.Position.Z + (character._target_velocity.Z*timeStep) < terrainheight + 2)
{
character.Position.Z = terrainheight + 1.0f;
forcedZ = true;
}
else
{
character.Position.Z += character._target_velocity.Z * timeStep;
character.Position.Z += character._target_velocity.Z*timeStep;
}
/// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
@@ -224,21 +226,21 @@ namespace OpenSim.Region.Physics.POSPlugin
if (check_all_prims(character))
{
character.Position.Z = oldposZ; // first try Z axis
character.Position.Z = oldposZ; // first try Z axis
if (check_all_prims(character))
{
character.Position.Z = oldposZ + 0.4f; // try harder
character.Position.Z = oldposZ + 0.4f; // try harder
if (check_all_prims(character))
{
character.Position.X = oldposX;
character.Position.Y = oldposY;
character.Position.Z = oldposZ;
character.Position.X = character.Position.X + (character._target_velocity.X * timeStep);
character.Position.X = character.Position.X + (character._target_velocity.X*timeStep);
if (check_all_prims(character))
{
character.Position.X = oldposX;
}
character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep);
character.Position.Y = character.Position.Y + (character._target_velocity.Y*timeStep);
if (check_all_prims(character))
{
character.Position.Y = oldposY;
@@ -253,7 +255,7 @@ namespace OpenSim.Region.Physics.POSPlugin
{
forcedZ = true;
}
}
}
if (character.Position.Y < 0)
{
@@ -273,8 +275,8 @@ namespace OpenSim.Region.Physics.POSPlugin
character.Position.X = 255.9F;
}
character._velocity.X = (character.Position.X - oldposX) / timeStep;
character._velocity.Y = (character.Position.Y - oldposY) / timeStep;
character._velocity.X = (character.Position.X - oldposX)/timeStep;
character._velocity.Y = (character.Position.Y - oldposY)/timeStep;
if (forcedZ)
{
@@ -284,7 +286,7 @@ namespace OpenSim.Region.Physics.POSPlugin
}
else
{
character._velocity.Z = (character.Position.Z - oldposZ) / timeStep;
character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
}
}
return fps;
@@ -326,31 +328,37 @@ namespace OpenSim.Region.Physics.POSPlugin
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
}
public override int PhysicsActorType
{
get { return (int)ActorTypes.Agent; }
get { return (int) ActorTypes.Agent; }
set { return; }
}
public override PhysicsVector RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
}
public override bool SetAlwaysRun
{
get { return false; }
set { return; }
}
public override bool IsPhysical
{
get { return false; }
set { return; }
}
public override bool ThrottleUpdates
{
get { return false; }
set { return; }
}
public override bool Flying
{
get { return flying; }
@@ -362,16 +370,19 @@ namespace OpenSim.Region.Physics.POSPlugin
get { return iscolliding; }
set { iscolliding = value; }
}
public override bool CollidingGround
{
get { return false; }
set { return; }
}
public override bool CollidingObj
{
get { return false; }
set { return; }
}
public override PhysicsVector Position
{
get { return _position; }
@@ -383,18 +394,22 @@ namespace OpenSim.Region.Physics.POSPlugin
get { return new PhysicsVector(0.5f, 0.5f, 1.0f); }
set { }
}
public override float Mass
{
get { return 0f; }
}
public override PhysicsVector Force
{
get { return PhysicsVector.Zero; }
}
public override PhysicsVector CenterOfMass
{
get { return PhysicsVector.Zero; }
}
public override PhysicsVector GeometricCenter
{
get { return PhysicsVector.Zero; }
@@ -402,10 +417,7 @@ namespace OpenSim.Region.Physics.POSPlugin
public override PrimitiveBaseShape Shape
{
set
{
return;
}
set { return; }
}
public override PhysicsVector Velocity
@@ -461,41 +473,49 @@ namespace OpenSim.Region.Physics.POSPlugin
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
}
public override int PhysicsActorType
{
get { return (int)ActorTypes.Prim; }
get { return (int) ActorTypes.Prim; }
set { return; }
}
public override PhysicsVector RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
}
public override bool IsPhysical
{
get { return false; }
set { return; }
}
public override bool ThrottleUpdates
{
get { return false; }
set { return; }
}
public override bool IsColliding
{
get { return iscolliding; }
set { iscolliding = value; }
}
public override bool CollidingGround
{
get { return false; }
set { return; }
}
public override bool CollidingObj
{
get { return false; }
set { return; }
}
public override PhysicsVector Position
{
get { return _position; }
@@ -530,10 +550,7 @@ namespace OpenSim.Region.Physics.POSPlugin
public override PrimitiveBaseShape Shape
{
set
{
return;
}
set { return; }
}
public override PhysicsVector Velocity
@@ -571,6 +588,7 @@ namespace OpenSim.Region.Physics.POSPlugin
public override void SetMomentum(PhysicsVector momentum)
{
}
public override bool Flying
{
get { return false; }
@@ -583,4 +601,4 @@ namespace OpenSim.Region.Physics.POSPlugin
set { return; }
}
}
}
}