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author | Melanie Thielker | 2017-01-05 19:07:37 +0000 |
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committer | Melanie Thielker | 2017-01-05 19:07:37 +0000 |
commit | b16abc8166c29585cb76cc55c3bdd76e5833cb4f (patch) | |
tree | 6a34f465a74b7a3a6dc00a3d7aa8dcc25ac3e3a5 /OpenSim/Region/Framework/Scenes/Animation | |
parent | Make it possible to disable the bakes module in the way it is described in co... (diff) | |
download | opensim-SC-b16abc8166c29585cb76cc55c3bdd76e5833cb4f.zip opensim-SC-b16abc8166c29585cb76cc55c3bdd76e5833cb4f.tar.gz opensim-SC-b16abc8166c29585cb76cc55c3bdd76e5833cb4f.tar.bz2 opensim-SC-b16abc8166c29585cb76cc55c3bdd76e5833cb4f.tar.xz |
Massive tab and trailing space cleanup
Diffstat (limited to '')
4 files changed, 33 insertions, 33 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs index eb1a970..4d350dd 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs | |||
@@ -48,16 +48,16 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
48 | private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation(); | 48 | private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation(); |
49 | private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>(); | 49 | private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>(); |
50 | 50 | ||
51 | public OpenSim.Framework.Animation DefaultAnimation | 51 | public OpenSim.Framework.Animation DefaultAnimation |
52 | { | 52 | { |
53 | get { return m_defaultAnimation; } | 53 | get { return m_defaultAnimation; } |
54 | } | 54 | } |
55 | 55 | ||
56 | public OpenSim.Framework.Animation ImplicitDefaultAnimation | 56 | public OpenSim.Framework.Animation ImplicitDefaultAnimation |
57 | { | 57 | { |
58 | get { return m_implicitDefaultAnimation; } | 58 | get { return m_implicitDefaultAnimation; } |
59 | } | 59 | } |
60 | 60 | ||
61 | public AnimationSet() | 61 | public AnimationSet() |
62 | { | 62 | { |
63 | ResetDefaultAnimation(); | 63 | ResetDefaultAnimation(); |
@@ -101,7 +101,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
101 | /// </summary> | 101 | /// </summary> |
102 | /// <param name='animID'></param> | 102 | /// <param name='animID'></param> |
103 | /// <param name='allowNoDefault'> | 103 | /// <param name='allowNoDefault'> |
104 | /// If true, then the default animation can be entirely removed. | 104 | /// If true, then the default animation can be entirely removed. |
105 | /// If false, then removing the default animation will reset it to the simulator default (currently STAND). | 105 | /// If false, then removing the default animation will reset it to the simulator default (currently STAND). |
106 | /// </param> | 106 | /// </param> |
107 | public bool Remove(UUID animID, bool allowNoDefault) | 107 | public bool Remove(UUID animID, bool allowNoDefault) |
@@ -215,9 +215,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
215 | foreach (OpenSim.Framework.Animation anim in m_animations) | 215 | foreach (OpenSim.Framework.Animation anim in m_animations) |
216 | theArray[i++] = anim; | 216 | theArray[i++] = anim; |
217 | } | 217 | } |
218 | catch | 218 | catch |
219 | { | 219 | { |
220 | /* S%^t happens. Ignore. */ | 220 | /* S%^t happens. Ignore. */ |
221 | } | 221 | } |
222 | return theArray; | 222 | return theArray; |
223 | } | 223 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs b/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs index b3b38b2..def993f 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/BinBVHAnimation.cs | |||
@@ -33,8 +33,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
33 | { | 33 | { |
34 | /// <summary> | 34 | /// <summary> |
35 | /// Written to decode and encode a binary animation asset. | 35 | /// Written to decode and encode a binary animation asset. |
36 | /// The SecondLife Client reads in a BVH file and converts | 36 | /// The SecondLife Client reads in a BVH file and converts |
37 | /// it to the format described here. This isn't | 37 | /// it to the format described here. This isn't |
38 | /// </summary> | 38 | /// </summary> |
39 | public class BinBVHAnimation | 39 | public class BinBVHAnimation |
40 | { | 40 | { |
@@ -109,7 +109,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
109 | /// Contains an array of joints | 109 | /// Contains an array of joints |
110 | /// </summary> | 110 | /// </summary> |
111 | public binBVHJoint[] Joints; | 111 | public binBVHJoint[] Joints; |
112 | 112 | ||
113 | 113 | ||
114 | public byte[] ToBytes() | 114 | public byte[] ToBytes() |
115 | { | 115 | { |
@@ -136,14 +136,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
136 | Joints[i].WriteBytesToStream(iostream, InPoint, OutPoint); | 136 | Joints[i].WriteBytesToStream(iostream, InPoint, OutPoint); |
137 | } | 137 | } |
138 | iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(0))); | 138 | iostream.Write(BinBVHUtil.ES(Utils.IntToBytes(0))); |
139 | 139 | ||
140 | using (MemoryStream ms2 = (MemoryStream)iostream.BaseStream) | 140 | using (MemoryStream ms2 = (MemoryStream)iostream.BaseStream) |
141 | outputbytes = ms2.ToArray(); | 141 | outputbytes = ms2.ToArray(); |
142 | } | 142 | } |
143 | 143 | ||
144 | return outputbytes; | 144 | return outputbytes; |
145 | } | 145 | } |
146 | 146 | ||
147 | public BinBVHAnimation() | 147 | public BinBVHAnimation() |
148 | { | 148 | { |
149 | rotationkeys = 0; | 149 | rotationkeys = 0; |
@@ -160,7 +160,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
160 | EaseOutTime = 0; | 160 | EaseOutTime = 0; |
161 | HandPose = 1; | 161 | HandPose = 1; |
162 | m_jointCount = 0; | 162 | m_jointCount = 0; |
163 | 163 | ||
164 | Joints = new binBVHJoint[1]; | 164 | Joints = new binBVHJoint[1]; |
165 | Joints[0] = new binBVHJoint(); | 165 | Joints[0] = new binBVHJoint(); |
166 | Joints[0].Name = "mPelvis"; | 166 | Joints[0].Name = "mPelvis"; |
@@ -180,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
180 | Joints[0].positionkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1); | 180 | Joints[0].positionkeys[0].key_element.X = ((float)rnd.NextDouble() * 2 - 1); |
181 | Joints[0].positionkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1); | 181 | Joints[0].positionkeys[0].key_element.Y = ((float)rnd.NextDouble() * 2 - 1); |
182 | Joints[0].positionkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1); | 182 | Joints[0].positionkeys[0].key_element.Z = ((float)rnd.NextDouble() * 2 - 1); |
183 | 183 | ||
184 | 184 | ||
185 | } | 185 | } |
186 | 186 | ||
@@ -235,7 +235,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
235 | } | 235 | } |
236 | } | 236 | } |
237 | 237 | ||
238 | 238 | ||
239 | /// <summary> | 239 | /// <summary> |
240 | /// Variable length strings seem to be null terminated in the animation asset.. but.. | 240 | /// Variable length strings seem to be null terminated in the animation asset.. but.. |
241 | /// use with caution, home grown. | 241 | /// use with caution, home grown. |
@@ -294,7 +294,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
294 | /// <returns>The Joint data serialized into the binBVHJoint structure</returns> | 294 | /// <returns>The Joint data serialized into the binBVHJoint structure</returns> |
295 | private binBVHJoint readJoint(byte[] data, ref int i) | 295 | private binBVHJoint readJoint(byte[] data, ref int i) |
296 | { | 296 | { |
297 | 297 | ||
298 | binBVHJointKey[] positions; | 298 | binBVHJointKey[] positions; |
299 | binBVHJointKey[] rotations; | 299 | binBVHJointKey[] rotations; |
300 | 300 | ||
@@ -312,14 +312,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
312 | 312 | ||
313 | pJoint.Name = ReadBytesUntilNull(data, ref i); // Joint name | 313 | pJoint.Name = ReadBytesUntilNull(data, ref i); // Joint name |
314 | 314 | ||
315 | /* | 315 | /* |
316 | 2 <- Priority Revisited | 316 | 2 <- Priority Revisited |
317 | 0 | 317 | 0 |
318 | 0 | 318 | 0 |
319 | 0 | 319 | 0 |
320 | */ | 320 | */ |
321 | 321 | ||
322 | /* | 322 | /* |
323 | 5 <-- 5 keyframes | 323 | 5 <-- 5 keyframes |
324 | 0 | 324 | 0 |
325 | 0 | 325 | 0 |
@@ -327,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
327 | ... 5 Keyframe data blocks | 327 | ... 5 Keyframe data blocks |
328 | */ | 328 | */ |
329 | 329 | ||
330 | /* | 330 | /* |
331 | 2 <-- 2 keyframes | 331 | 2 <-- 2 keyframes |
332 | 0 | 332 | 0 |
333 | 0 | 333 | 0 |
@@ -428,8 +428,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
428 | } | 428 | } |
429 | return m_keys; | 429 | return m_keys; |
430 | } | 430 | } |
431 | 431 | ||
432 | 432 | ||
433 | 433 | ||
434 | } | 434 | } |
435 | /// <summary> | 435 | /// <summary> |
@@ -443,7 +443,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
443 | public string Name; | 443 | public string Name; |
444 | 444 | ||
445 | /// <summary> | 445 | /// <summary> |
446 | /// Joint Animation Override? Was the same as the Priority in testing.. | 446 | /// Joint Animation Override? Was the same as the Priority in testing.. |
447 | /// </summary> | 447 | /// </summary> |
448 | public int Priority; | 448 | public int Priority; |
449 | 449 | ||
@@ -523,7 +523,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
523 | public static class BinBVHUtil | 523 | public static class BinBVHUtil |
524 | { | 524 | { |
525 | public const float ONE_OVER_U16_MAX = 1.0f / UInt16.MaxValue; | 525 | public const float ONE_OVER_U16_MAX = 1.0f / UInt16.MaxValue; |
526 | 526 | ||
527 | public static UInt16 FloatToUInt16(float val, float lower, float upper) | 527 | public static UInt16 FloatToUInt16(float val, float lower, float upper) |
528 | { | 528 | { |
529 | UInt16 uival = 0; | 529 | UInt16 uival = 0; |
@@ -536,7 +536,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
536 | { | 536 | { |
537 | upper -= lower; | 537 | upper -= lower; |
538 | val = val - lower; | 538 | val = val - lower; |
539 | 539 | ||
540 | // start with 500 upper and 200 lower.. subtract 200 from the upper and the value | 540 | // start with 500 upper and 200 lower.. subtract 200 from the upper and the value |
541 | } | 541 | } |
542 | else //if (lower < 0 && upper > 0) | 542 | else //if (lower < 0 && upper > 0) |
@@ -558,8 +558,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
558 | 558 | ||
559 | return uival; | 559 | return uival; |
560 | } | 560 | } |
561 | 561 | ||
562 | 562 | ||
563 | /// <summary> | 563 | /// <summary> |
564 | /// Endian Swap | 564 | /// Endian Swap |
565 | /// Swaps endianness if necessary | 565 | /// Swaps endianness if necessary |
@@ -590,7 +590,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
590 | output[i] = Convert.ToByte(chr[i]); | 590 | output[i] = Convert.ToByte(chr[i]); |
591 | 591 | ||
592 | } | 592 | } |
593 | 593 | ||
594 | output[i] = Convert.ToByte('\0'); | 594 | output[i] = Convert.ToByte('\0'); |
595 | return output; | 595 | return output; |
596 | } | 596 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs b/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs index b79dd8f..b8db3a9 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs | |||
@@ -55,7 +55,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
55 | private static void LoadAnimations(string path) | 55 | private static void LoadAnimations(string path) |
56 | { | 56 | { |
57 | // Dictionary<string, UUID> animations = new Dictionary<string, UUID>(); | 57 | // Dictionary<string, UUID> animations = new Dictionary<string, UUID>(); |
58 | 58 | ||
59 | using (XmlTextReader reader = new XmlTextReader(path)) | 59 | using (XmlTextReader reader = new XmlTextReader(path)) |
60 | { | 60 | { |
61 | XmlDocument doc = new XmlDocument(); | 61 | XmlDocument doc = new XmlDocument(); |
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 13d4562..6b31555 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -123,7 +123,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
123 | /// </summary> | 123 | /// </summary> |
124 | /// <param name='animID'></param> | 124 | /// <param name='animID'></param> |
125 | /// <param name='allowNoDefault'> | 125 | /// <param name='allowNoDefault'> |
126 | /// If true, then the default animation can be entirely removed. | 126 | /// If true, then the default animation can be entirely removed. |
127 | /// If false, then removing the default animation will reset it to the simulator default (currently STAND). | 127 | /// If false, then removing the default animation will reset it to the simulator default (currently STAND). |
128 | /// </param> | 128 | /// </param> |
129 | public void RemoveAnimation(UUID animID, bool allowNoDefault) | 129 | public void RemoveAnimation(UUID animID, bool allowNoDefault) |
@@ -192,7 +192,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
192 | /// that are mutually exclusive, e.g. flying and sitting. | 192 | /// that are mutually exclusive, e.g. flying and sitting. |
193 | /// </summary> | 193 | /// </summary> |
194 | /// <returns>'true' if the animation was updated</returns> | 194 | /// <returns>'true' if the animation was updated</returns> |
195 | /// | 195 | /// |
196 | 196 | ||
197 | 197 | ||
198 | 198 | ||
@@ -488,7 +488,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
488 | m_animTickLand = Environment.TickCount; | 488 | m_animTickLand = Environment.TickCount; |
489 | // TODO: SOFT_LAND support | 489 | // TODO: SOFT_LAND support |
490 | float fallVsq = m_lastFallVelocity * m_lastFallVelocity; | 490 | float fallVsq = m_lastFallVelocity * m_lastFallVelocity; |
491 | if (fallVsq > 300f) // aprox 20*h | 491 | if (fallVsq > 300f) // aprox 20*h |
492 | return "STANDUP"; | 492 | return "STANDUP"; |
493 | else if (fallVsq > 160f) | 493 | else if (fallVsq > 160f) |
494 | return "SOFT_LAND"; | 494 | return "SOFT_LAND"; |