diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs b/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs index af8ccda..8831764 100644 --- a/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs +++ b/OpenSim/Region/Framework/Scenes/CoalescedSceneObjects.cs | |||
@@ -37,12 +37,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
37 | /// are grouped together. | 37 | /// are grouped together. |
38 | /// </summary> | 38 | /// </summary> |
39 | public class CoalescedSceneObjects | 39 | public class CoalescedSceneObjects |
40 | { | 40 | { |
41 | /// <summary> | 41 | /// <summary> |
42 | /// The creator of this coalesence, though not necessarily the objects within it. | 42 | /// The creator of this coalesence, though not necessarily the objects within it. |
43 | /// </summary> | 43 | /// </summary> |
44 | public UUID CreatorId { get; set; } | 44 | public UUID CreatorId { get; set; } |
45 | 45 | ||
46 | /// <summary> | 46 | /// <summary> |
47 | /// The number of objects in this coalesence | 47 | /// The number of objects in this coalesence |
48 | /// </summary> | 48 | /// </summary> |
@@ -54,12 +54,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
54 | return m_memberObjects.Count; | 54 | return m_memberObjects.Count; |
55 | } | 55 | } |
56 | } | 56 | } |
57 | 57 | ||
58 | /// <summary> | 58 | /// <summary> |
59 | /// Does this coalesence have any member objects? | 59 | /// Does this coalesence have any member objects? |
60 | /// </summary> | 60 | /// </summary> |
61 | public bool HasObjects { get { return Count > 0; } } | 61 | public bool HasObjects { get { return Count > 0; } } |
62 | 62 | ||
63 | /// <summary> | 63 | /// <summary> |
64 | /// Get the objects currently in this coalescence | 64 | /// Get the objects currently in this coalescence |
65 | /// </summary> | 65 | /// </summary> |
@@ -70,13 +70,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
70 | lock (m_memberObjects) | 70 | lock (m_memberObjects) |
71 | return new List<SceneObjectGroup>(m_memberObjects); | 71 | return new List<SceneObjectGroup>(m_memberObjects); |
72 | } | 72 | } |
73 | } | 73 | } |
74 | 74 | ||
75 | /// <summary> | 75 | /// <summary> |
76 | /// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned. | 76 | /// Get the scene that contains the objects in this coalescence. If there are no objects then null is returned. |
77 | /// </summary> | 77 | /// </summary> |
78 | public Scene Scene | 78 | public Scene Scene |
79 | { | 79 | { |
80 | get | 80 | get |
81 | { | 81 | { |
82 | if (!HasObjects) | 82 | if (!HasObjects) |
@@ -85,24 +85,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
85 | return Objects[0].Scene; | 85 | return Objects[0].Scene; |
86 | } | 86 | } |
87 | } | 87 | } |
88 | 88 | ||
89 | /// <summary> | 89 | /// <summary> |
90 | /// At this point, we need to preserve the order of objects added to the coalescence, since the first | 90 | /// At this point, we need to preserve the order of objects added to the coalescence, since the first |
91 | /// one will end up matching the item name when rerezzed. | 91 | /// one will end up matching the item name when rerezzed. |
92 | /// </summary> | 92 | /// </summary> |
93 | protected List<SceneObjectGroup> m_memberObjects = new List<SceneObjectGroup>(); | 93 | protected List<SceneObjectGroup> m_memberObjects = new List<SceneObjectGroup>(); |
94 | 94 | ||
95 | public CoalescedSceneObjects(UUID creatorId) | 95 | public CoalescedSceneObjects(UUID creatorId) |
96 | { | 96 | { |
97 | CreatorId = creatorId; | 97 | CreatorId = creatorId; |
98 | } | 98 | } |
99 | 99 | ||
100 | public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId) | 100 | public CoalescedSceneObjects(UUID creatorId, params SceneObjectGroup[] objs) : this(creatorId) |
101 | { | 101 | { |
102 | foreach (SceneObjectGroup obj in objs) | 102 | foreach (SceneObjectGroup obj in objs) |
103 | Add(obj); | 103 | Add(obj); |
104 | } | 104 | } |
105 | 105 | ||
106 | /// <summary> | 106 | /// <summary> |
107 | /// Add an object to the coalescence. | 107 | /// Add an object to the coalescence. |
108 | /// </summary> | 108 | /// </summary> |
@@ -113,7 +113,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
113 | lock (m_memberObjects) | 113 | lock (m_memberObjects) |
114 | m_memberObjects.Add(obj); | 114 | m_memberObjects.Add(obj); |
115 | } | 115 | } |
116 | 116 | ||
117 | /// <summary> | 117 | /// <summary> |
118 | /// Removes a scene object from the coalescene | 118 | /// Removes a scene object from the coalescene |
119 | /// </summary> | 119 | /// </summary> |
@@ -124,7 +124,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
124 | lock (m_memberObjects) | 124 | lock (m_memberObjects) |
125 | return m_memberObjects.Remove(obj); | 125 | return m_memberObjects.Remove(obj); |
126 | } | 126 | } |
127 | 127 | ||
128 | /// <summary> | 128 | /// <summary> |
129 | /// Get the total size of the coalescence (the size required to cover all the objects within it) and the | 129 | /// Get the total size of the coalescence (the size required to cover all the objects within it) and the |
130 | /// offsets of each of those objects. | 130 | /// offsets of each of those objects. |
@@ -138,16 +138,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
138 | float minX, minY, minZ; | 138 | float minX, minY, minZ; |
139 | float maxX, maxY, maxZ; | 139 | float maxX, maxY, maxZ; |
140 | 140 | ||
141 | Vector3[] offsets | 141 | Vector3[] offsets |
142 | = Scene.GetCombinedBoundingBox( | 142 | = Scene.GetCombinedBoundingBox( |
143 | Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ); | 143 | Objects, out minX, out maxX, out minY, out maxY, out minZ, out maxZ); |
144 | 144 | ||
145 | float sizeX = maxX - minX; | 145 | float sizeX = maxX - minX; |
146 | float sizeY = maxY - minY; | 146 | float sizeY = maxY - minY; |
147 | float sizeZ = maxZ - minZ; | 147 | float sizeZ = maxZ - minZ; |
148 | 148 | ||
149 | size = new Vector3(sizeX, sizeY, sizeZ); | 149 | size = new Vector3(sizeX, sizeY, sizeZ); |
150 | 150 | ||
151 | return offsets; | 151 | return offsets; |
152 | } | 152 | } |
153 | } | 153 | } |