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authorDan Lake2012-03-01 19:22:05 -0800
committerDan Lake2012-03-01 19:22:05 -0800
commite8779cd9e54416349e67d9e5c48b35bab43b69e9 (patch)
treebd7ca2ab09435ae2884938e23ef1e2c1e3be6a56
parentminor: Rename pCampbot console prompt to "pCampbot" rather than "Region" (diff)
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In ScenePresence, removed several private variables used to store public parameters. They were only used by the get/set and make code harder to refactor.
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs152
1 files changed, 44 insertions, 108 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 40c8d06..e982bfe 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -341,15 +341,9 @@ namespace OpenSim.Region.Framework.Scenes
341 /// <summary> 341 /// <summary>
342 /// Position of agent's camera in world (region cordinates) 342 /// Position of agent's camera in world (region cordinates)
343 /// </summary> 343 /// </summary>
344 protected Vector3 m_lastCameraPosition; 344 protected Vector3 m_lastCameraPosition;
345 345
346 protected Vector3 m_CameraPosition; 346 public Vector3 CameraPosition { get; set; }
347
348 public Vector3 CameraPosition
349 {
350 get { return m_CameraPosition; }
351 private set { m_CameraPosition = value; }
352 }
353 347
354 public Quaternion CameraRotation 348 public Quaternion CameraRotation
355 { 349 {
@@ -358,29 +352,10 @@ namespace OpenSim.Region.Framework.Scenes
358 352
359 // Use these three vectors to figure out what the agent is looking at 353 // Use these three vectors to figure out what the agent is looking at
360 // Convert it to a Matrix and/or Quaternion 354 // Convert it to a Matrix and/or Quaternion
361 // 355 //
362 protected Vector3 m_CameraAtAxis; 356 public Vector3 CameraAtAxis { get; set; }
363 protected Vector3 m_CameraLeftAxis; 357 public Vector3 CameraLeftAxis { get; set; }
364 protected Vector3 m_CameraUpAxis; 358 public Vector3 CameraUpAxis { get; set; }
365
366 public Vector3 CameraAtAxis
367 {
368 get { return m_CameraAtAxis; }
369 private set { m_CameraAtAxis = value; }
370 }
371
372
373 public Vector3 CameraLeftAxis
374 {
375 get { return m_CameraLeftAxis; }
376 private set { m_CameraLeftAxis = value; }
377 }
378
379 public Vector3 CameraUpAxis
380 {
381 get { return m_CameraUpAxis; }
382 private set { m_CameraUpAxis = value; }
383 }
384 359
385 public Vector3 Lookat 360 public Vector3 Lookat
386 { 361 {
@@ -396,33 +371,15 @@ namespace OpenSim.Region.Framework.Scenes
396 } 371 }
397 #endregion 372 #endregion
398 373
399 public readonly string Firstname; 374 public string Firstname { get; private set; }
400 public readonly string Lastname; 375 public string Lastname { get; private set; }
401 376
402 private string m_grouptitle; 377 public string Grouptitle { get; set; }
403
404 public string Grouptitle
405 {
406 get { return m_grouptitle; }
407 set { m_grouptitle = value; }
408 }
409
410 // Agent's Draw distance.
411 protected float m_DrawDistance;
412
413 public float DrawDistance
414 {
415 get { return m_DrawDistance; }
416 private set { m_DrawDistance = value; }
417 }
418
419 protected bool m_allowMovement = true;
420 378
421 public bool AllowMovement 379 // Agent's Draw distance.
422 { 380 public float DrawDistance { get; set; }
423 get { return m_allowMovement; } 381
424 set { m_allowMovement = value; } 382 public bool AllowMovement { get; set; }
425 }
426 383
427 private bool m_setAlwaysRun; 384 private bool m_setAlwaysRun;
428 385
@@ -447,15 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
447 PhysicsActor.SetAlwaysRun = value; 404 PhysicsActor.SetAlwaysRun = value;
448 } 405 }
449 } 406 }
450 } 407 }
451 408
452 private byte m_state; 409 public byte State { get; set; }
453
454 public byte State
455 {
456 get { return m_state; }
457 set { m_state = value; }
458 }
459 410
460 private AgentManager.ControlFlags m_AgentControlFlags; 411 private AgentManager.ControlFlags m_AgentControlFlags;
461 412
@@ -463,31 +414,16 @@ namespace OpenSim.Region.Framework.Scenes
463 { 414 {
464 get { return (uint)m_AgentControlFlags; } 415 get { return (uint)m_AgentControlFlags; }
465 set { m_AgentControlFlags = (AgentManager.ControlFlags)value; } 416 set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
466 } 417 }
467 418
468 /// <summary> 419 public IClientAPI ControllingClient { get; set; }
469 /// This works out to be the ClientView object associated with this avatar, or it's client connection manager
470 /// </summary>
471 private IClientAPI m_controllingClient;
472
473 public IClientAPI ControllingClient
474 {
475 get { return m_controllingClient; }
476 private set { m_controllingClient = value; }
477 }
478 420
479 public IClientCore ClientView 421 public IClientCore ClientView
480 { 422 {
481 get { return (IClientCore) m_controllingClient; } 423 get { return (IClientCore)ControllingClient; }
482 } 424 }
483 425
484 protected Vector3 m_parentPosition; 426 public Vector3 ParentPosition { get; set; }
485
486 public Vector3 ParentPosition
487 {
488 get { return m_parentPosition; }
489 set { m_parentPosition = value; }
490 }
491 427
492 /// <summary> 428 /// <summary>
493 /// Position of this avatar relative to the region the avatar is in 429 /// Position of this avatar relative to the region the avatar is in
@@ -825,18 +761,18 @@ namespace OpenSim.Region.Framework.Scenes
825 761
826 private Vector3[] GetWalkDirectionVectors() 762 private Vector3[] GetWalkDirectionVectors()
827 { 763 {
828 Vector3[] vector = new Vector3[11]; 764 Vector3[] vector = new Vector3[11];
829 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 765 vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
830 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 766 vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
831 vector[2] = Vector3.UnitY; //LEFT 767 vector[2] = Vector3.UnitY; //LEFT
832 vector[3] = -Vector3.UnitY; //RIGHT 768 vector[3] = -Vector3.UnitY; //RIGHT
833 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 769 vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP
834 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 770 vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN
835 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE 771 vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE
836 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE 772 vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE
837 vector[8] = Vector3.UnitY; //LEFT_NUDGE 773 vector[8] = Vector3.UnitY; //LEFT_NUDGE
838 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE 774 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
839 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE 775 vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
840 return vector; 776 return vector;
841 } 777 }
842 778
@@ -1333,7 +1269,7 @@ namespace OpenSim.Region.Framework.Scenes
1333 // Convert it to a Matrix and/or Quaternion 1269 // Convert it to a Matrix and/or Quaternion
1334 CameraAtAxis = agentData.CameraAtAxis; 1270 CameraAtAxis = agentData.CameraAtAxis;
1335 CameraLeftAxis = agentData.CameraLeftAxis; 1271 CameraLeftAxis = agentData.CameraLeftAxis;
1336 m_CameraUpAxis = agentData.CameraUpAxis; 1272 CameraUpAxis = agentData.CameraUpAxis;
1337 1273
1338 // The Agent's Draw distance setting 1274 // The Agent's Draw distance setting
1339 // When we get to the point of re-computing neighbors everytime this 1275 // When we get to the point of re-computing neighbors everytime this
@@ -1343,9 +1279,9 @@ namespace OpenSim.Region.Framework.Scenes
1343 DrawDistance = Scene.DefaultDrawDistance; 1279 DrawDistance = Scene.DefaultDrawDistance;
1344 1280
1345 // Check if Client has camera in 'follow cam' or 'build' mode. 1281 // Check if Client has camera in 'follow cam' or 'build' mode.
1346 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); 1282 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1347 1283
1348 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) 1284 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1349 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; 1285 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1350 1286
1351 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1287 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
@@ -3077,8 +3013,8 @@ namespace OpenSim.Region.Framework.Scenes
3077 cAgent.Velocity = m_velocity; 3013 cAgent.Velocity = m_velocity;
3078 cAgent.Center = CameraPosition; 3014 cAgent.Center = CameraPosition;
3079 cAgent.AtAxis = CameraAtAxis; 3015 cAgent.AtAxis = CameraAtAxis;
3080 cAgent.LeftAxis = CameraLeftAxis; 3016 cAgent.LeftAxis = CameraLeftAxis;
3081 cAgent.UpAxis = m_CameraUpAxis; 3017 cAgent.UpAxis = CameraUpAxis;
3082 3018
3083 cAgent.Far = DrawDistance; 3019 cAgent.Far = DrawDistance;
3084 3020
@@ -3163,8 +3099,8 @@ namespace OpenSim.Region.Framework.Scenes
3163 m_velocity = cAgent.Velocity; 3099 m_velocity = cAgent.Velocity;
3164 CameraPosition = cAgent.Center; 3100 CameraPosition = cAgent.Center;
3165 CameraAtAxis = cAgent.AtAxis; 3101 CameraAtAxis = cAgent.AtAxis;
3166 CameraLeftAxis = cAgent.LeftAxis; 3102 CameraLeftAxis = cAgent.LeftAxis;
3167 m_CameraUpAxis = cAgent.UpAxis; 3103 CameraUpAxis = cAgent.UpAxis;
3168 3104
3169 // When we get to the point of re-computing neighbors everytime this 3105 // When we get to the point of re-computing neighbors everytime this
3170 // changes, then start using the agent's drawdistance rather than the 3106 // changes, then start using the agent's drawdistance rather than the