From e8779cd9e54416349e67d9e5c48b35bab43b69e9 Mon Sep 17 00:00:00 2001
From: Dan Lake
Date: Thu, 1 Mar 2012 19:22:05 -0800
Subject: 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.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 152 +++++++----------------
1 file changed, 44 insertions(+), 108 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
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
///
/// Position of agent's camera in world (region cordinates)
///
- protected Vector3 m_lastCameraPosition;
-
- protected Vector3 m_CameraPosition;
-
- public Vector3 CameraPosition
- {
- get { return m_CameraPosition; }
- private set { m_CameraPosition = value; }
- }
+ protected Vector3 m_lastCameraPosition;
+
+ public Vector3 CameraPosition { get; set; }
public Quaternion CameraRotation
{
@@ -358,29 +352,10 @@ namespace OpenSim.Region.Framework.Scenes
// Use these three vectors to figure out what the agent is looking at
// Convert it to a Matrix and/or Quaternion
- //
- protected Vector3 m_CameraAtAxis;
- protected Vector3 m_CameraLeftAxis;
- protected Vector3 m_CameraUpAxis;
-
- public Vector3 CameraAtAxis
- {
- get { return m_CameraAtAxis; }
- private set { m_CameraAtAxis = value; }
- }
-
-
- public Vector3 CameraLeftAxis
- {
- get { return m_CameraLeftAxis; }
- private set { m_CameraLeftAxis = value; }
- }
-
- public Vector3 CameraUpAxis
- {
- get { return m_CameraUpAxis; }
- private set { m_CameraUpAxis = value; }
- }
+ //
+ public Vector3 CameraAtAxis { get; set; }
+ public Vector3 CameraLeftAxis { get; set; }
+ public Vector3 CameraUpAxis { get; set; }
public Vector3 Lookat
{
@@ -396,33 +371,15 @@ namespace OpenSim.Region.Framework.Scenes
}
#endregion
- public readonly string Firstname;
- public readonly string Lastname;
-
- private string m_grouptitle;
-
- public string Grouptitle
- {
- get { return m_grouptitle; }
- set { m_grouptitle = value; }
- }
-
- // Agent's Draw distance.
- protected float m_DrawDistance;
-
- public float DrawDistance
- {
- get { return m_DrawDistance; }
- private set { m_DrawDistance = value; }
- }
-
- protected bool m_allowMovement = true;
+ public string Firstname { get; private set; }
+ public string Lastname { get; private set; }
+
+ public string Grouptitle { get; set; }
- public bool AllowMovement
- {
- get { return m_allowMovement; }
- set { m_allowMovement = value; }
- }
+ // Agent's Draw distance.
+ public float DrawDistance { get; set; }
+
+ public bool AllowMovement { get; set; }
private bool m_setAlwaysRun;
@@ -447,15 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsActor.SetAlwaysRun = value;
}
}
- }
-
- private byte m_state;
-
- public byte State
- {
- get { return m_state; }
- set { m_state = value; }
- }
+ }
+
+ public byte State { get; set; }
private AgentManager.ControlFlags m_AgentControlFlags;
@@ -463,31 +414,16 @@ namespace OpenSim.Region.Framework.Scenes
{
get { return (uint)m_AgentControlFlags; }
set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
- }
-
- ///
- /// This works out to be the ClientView object associated with this avatar, or it's client connection manager
- ///
- private IClientAPI m_controllingClient;
-
- public IClientAPI ControllingClient
- {
- get { return m_controllingClient; }
- private set { m_controllingClient = value; }
- }
+ }
+
+ public IClientAPI ControllingClient { get; set; }
public IClientCore ClientView
- {
- get { return (IClientCore) m_controllingClient; }
- }
-
- protected Vector3 m_parentPosition;
-
- public Vector3 ParentPosition
- {
- get { return m_parentPosition; }
- set { m_parentPosition = value; }
- }
+ {
+ get { return (IClientCore)ControllingClient; }
+ }
+
+ public Vector3 ParentPosition { get; set; }
///
/// Position of this avatar relative to the region the avatar is in
@@ -825,18 +761,18 @@ namespace OpenSim.Region.Framework.Scenes
private Vector3[] GetWalkDirectionVectors()
{
- Vector3[] vector = new Vector3[11];
- vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
- vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
+ Vector3[] vector = new Vector3[11];
+ vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
+ vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
vector[2] = Vector3.UnitY; //LEFT
- vector[3] = -Vector3.UnitY; //RIGHT
- vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
- vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
- vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
- vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
+ vector[3] = -Vector3.UnitY; //RIGHT
+ vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP
+ vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN
+ vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE
+ vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE
vector[8] = Vector3.UnitY; //LEFT_NUDGE
- vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
- vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
+ vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
+ vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
return vector;
}
@@ -1333,7 +1269,7 @@ namespace OpenSim.Region.Framework.Scenes
// Convert it to a Matrix and/or Quaternion
CameraAtAxis = agentData.CameraAtAxis;
CameraLeftAxis = agentData.CameraLeftAxis;
- m_CameraUpAxis = agentData.CameraUpAxis;
+ CameraUpAxis = agentData.CameraUpAxis;
// The Agent's Draw distance setting
// When we get to the point of re-computing neighbors everytime this
@@ -1343,9 +1279,9 @@ namespace OpenSim.Region.Framework.Scenes
DrawDistance = Scene.DefaultDrawDistance;
// Check if Client has camera in 'follow cam' or 'build' mode.
- Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
-
- m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
+ Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
+
+ m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
@@ -3077,8 +3013,8 @@ namespace OpenSim.Region.Framework.Scenes
cAgent.Velocity = m_velocity;
cAgent.Center = CameraPosition;
cAgent.AtAxis = CameraAtAxis;
- cAgent.LeftAxis = CameraLeftAxis;
- cAgent.UpAxis = m_CameraUpAxis;
+ cAgent.LeftAxis = CameraLeftAxis;
+ cAgent.UpAxis = CameraUpAxis;
cAgent.Far = DrawDistance;
@@ -3163,8 +3099,8 @@ namespace OpenSim.Region.Framework.Scenes
m_velocity = cAgent.Velocity;
CameraPosition = cAgent.Center;
CameraAtAxis = cAgent.AtAxis;
- CameraLeftAxis = cAgent.LeftAxis;
- m_CameraUpAxis = cAgent.UpAxis;
+ CameraLeftAxis = cAgent.LeftAxis;
+ CameraUpAxis = cAgent.UpAxis;
// When we get to the point of re-computing neighbors everytime this
// changes, then start using the agent's drawdistance rather than the
--
cgit v1.1
From 6e3523e25e8d5538ed63984241093c1cfb6f2388 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 2 Mar 2012 04:08:07 +0000
Subject: minor: remove mono compiler warning
---
OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs | 3 +--
1 file changed, 1 insertion(+), 2 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
index e4b607d..e16903c 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
@@ -65,8 +65,7 @@ namespace OpenSim.Region.Framework.Tests
// Create an object embedded inside the first
UUID taskSceneObjectItemId = UUID.Parse("00000000-0000-0000-0000-100000000000");
- TaskInventoryItem taskSceneObjectItem
- = TaskInventoryHelpers.AddSceneObject(scene, sop1, "tso", taskSceneObjectItemId, user1.PrincipalID);
+ TaskInventoryHelpers.AddSceneObject(scene, sop1, "tso", taskSceneObjectItemId, user1.PrincipalID);
TaskInventoryItem addedItem = sop1.Inventory.GetInventoryItem(taskSceneObjectItemId);
Assert.That(addedItem.ItemID, Is.EqualTo(taskSceneObjectItemId));
--
cgit v1.1
From 8d249f8456f6bf70f4d81098007a02b1ede5587e Mon Sep 17 00:00:00 2001
From: Dan Lake
Date: Fri, 2 Mar 2012 09:19:13 -0800
Subject: ScenePresence line endings and fix AllowMovement default to true.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 60 ++++++++++++------------
1 file changed, 30 insertions(+), 30 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e982bfe..ec6bb89 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -341,8 +341,8 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Position of agent's camera in world (region cordinates)
///
- protected Vector3 m_lastCameraPosition;
-
+ protected Vector3 m_lastCameraPosition;
+
public Vector3 CameraPosition { get; set; }
public Quaternion CameraRotation
@@ -352,9 +352,9 @@ namespace OpenSim.Region.Framework.Scenes
// Use these three vectors to figure out what the agent is looking at
// Convert it to a Matrix and/or Quaternion
- //
- public Vector3 CameraAtAxis { get; set; }
- public Vector3 CameraLeftAxis { get; set; }
+ //
+ public Vector3 CameraAtAxis { get; set; }
+ public Vector3 CameraLeftAxis { get; set; }
public Vector3 CameraUpAxis { get; set; }
public Vector3 Lookat
@@ -371,14 +371,14 @@ namespace OpenSim.Region.Framework.Scenes
}
#endregion
- public string Firstname { get; private set; }
- public string Lastname { get; private set; }
-
+ public string Firstname { get; private set; }
+ public string Lastname { get; private set; }
+
public string Grouptitle { get; set; }
- // Agent's Draw distance.
- public float DrawDistance { get; set; }
-
+ // Agent's Draw distance.
+ public float DrawDistance { get; set; }
+
public bool AllowMovement { get; set; }
private bool m_setAlwaysRun;
@@ -404,8 +404,8 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsActor.SetAlwaysRun = value;
}
}
- }
-
+ }
+
public byte State { get; set; }
private AgentManager.ControlFlags m_AgentControlFlags;
@@ -414,15 +414,15 @@ namespace OpenSim.Region.Framework.Scenes
{
get { return (uint)m_AgentControlFlags; }
set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
- }
-
+ }
+
public IClientAPI ControllingClient { get; set; }
public IClientCore ClientView
- {
+ {
get { return (IClientCore)ControllingClient; }
- }
-
+ }
+
public Vector3 ParentPosition { get; set; }
///
@@ -683,7 +683,7 @@ namespace OpenSim.Region.Framework.Scenes
IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type)
{
AttachmentsSyncLock = new Object();
-
+ AllowMovement = true;
IsChildAgent = true;
m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
Animator = new ScenePresenceAnimator(this);
@@ -761,17 +761,17 @@ namespace OpenSim.Region.Framework.Scenes
private Vector3[] GetWalkDirectionVectors()
{
- Vector3[] vector = new Vector3[11];
- vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
+ Vector3[] vector = new Vector3[11];
+ vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
vector[2] = Vector3.UnitY; //LEFT
- vector[3] = -Vector3.UnitY; //RIGHT
- vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP
- vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN
- vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE
+ vector[3] = -Vector3.UnitY; //RIGHT
+ vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP
+ vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN
+ vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE
vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE
vector[8] = Vector3.UnitY; //LEFT_NUDGE
- vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
+ vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
return vector;
}
@@ -1279,8 +1279,8 @@ namespace OpenSim.Region.Framework.Scenes
DrawDistance = Scene.DefaultDrawDistance;
// Check if Client has camera in 'follow cam' or 'build' mode.
- Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
-
+ Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
+
m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
@@ -3013,7 +3013,7 @@ namespace OpenSim.Region.Framework.Scenes
cAgent.Velocity = m_velocity;
cAgent.Center = CameraPosition;
cAgent.AtAxis = CameraAtAxis;
- cAgent.LeftAxis = CameraLeftAxis;
+ cAgent.LeftAxis = CameraLeftAxis;
cAgent.UpAxis = CameraUpAxis;
cAgent.Far = DrawDistance;
@@ -3099,7 +3099,7 @@ namespace OpenSim.Region.Framework.Scenes
m_velocity = cAgent.Velocity;
CameraPosition = cAgent.Center;
CameraAtAxis = cAgent.AtAxis;
- CameraLeftAxis = cAgent.LeftAxis;
+ CameraLeftAxis = cAgent.LeftAxis;
CameraUpAxis = cAgent.UpAxis;
// When we get to the point of re-computing neighbors everytime this
--
cgit v1.1