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')

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
         /// <summary>
         /// Position of agent's camera in world (region cordinates)
         /// </summary>
-        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; }
-        }
-
-        /// <summary>
-        /// This works out to be the ClientView object associated with this avatar, or it's client connection manager
-        /// </summary>
-        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; }
 
         /// <summary>
         /// 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