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authorJustin Clark-Casey (justincc)2011-08-27 00:15:21 +0100
committerJustin Clark-Casey (justincc)2011-08-27 00:15:21 +0100
commit33a894f3d2cc95a7a512b86f39f3c6a6afabb015 (patch)
tree064edbd623ea0bd7bb85c29dc28d2348feb8454b /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentrefactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatar (diff)
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refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid pointless duplication of identical values
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs46
1 files changed, 11 insertions, 35 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index e510611..71023a9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -213,10 +213,7 @@ namespace OpenSim.Region.Framework.Scenes
213 { 213 {
214 get { return m_fromUserInventoryItemID; } 214 get { return m_fromUserInventoryItemID; }
215 } 215 }
216
217 216
218 public bool IsAttachment;
219
220 217
221 public scriptEvents AggregateScriptEvents; 218 public scriptEvents AggregateScriptEvents;
222 219
@@ -224,9 +221,6 @@ namespace OpenSim.Region.Framework.Scenes
224 public Vector3 AttachedPos; 221 public Vector3 AttachedPos;
225 222
226 223
227 public uint AttachmentPoint;
228
229
230 public Vector3 RotationAxis = Vector3.One; 224 public Vector3 RotationAxis = Vector3.One;
231 225
232 226
@@ -723,7 +717,7 @@ namespace OpenSim.Region.Framework.Scenes
723 m_groupPosition = actor.Position; 717 m_groupPosition = actor.Position;
724 } 718 }
725 719
726 if (IsAttachment) 720 if (m_parentGroup.IsAttachment)
727 { 721 {
728 ScenePresence sp = m_parentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar); 722 ScenePresence sp = m_parentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
729 if (sp != null) 723 if (sp != null)
@@ -807,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
807 { 801 {
808 if (IsRoot) 802 if (IsRoot)
809 { 803 {
810 if (IsAttachment) 804 if (m_parentGroup.IsAttachment)
811 return AttachedPos; 805 return AttachedPos;
812 else 806 else
813 return AbsolutePosition; 807 return AbsolutePosition;
@@ -1090,7 +1084,7 @@ namespace OpenSim.Region.Framework.Scenes
1090 { 1084 {
1091 get 1085 get
1092 { 1086 {
1093 if (IsAttachment) 1087 if (m_parentGroup.IsAttachment)
1094 return GroupPosition; 1088 return GroupPosition;
1095 1089
1096 return m_offsetPosition + m_groupPosition; 1090 return m_offsetPosition + m_groupPosition;
@@ -1588,7 +1582,7 @@ namespace OpenSim.Region.Framework.Scenes
1588 1582
1589 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition 1583 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1590 // or flexible 1584 // or flexible
1591 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1585 if (!isPhantom && !m_parentGroup.IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1592 { 1586 {
1593 try 1587 try
1594 { 1588 {
@@ -2880,7 +2874,7 @@ namespace OpenSim.Region.Framework.Scenes
2880 2874
2881 public void rotLookAt(Quaternion target, float strength, float damping) 2875 public void rotLookAt(Quaternion target, float strength, float damping)
2882 { 2876 {
2883 if (IsAttachment) 2877 if (m_parentGroup.IsAttachment)
2884 { 2878 {
2885 /* 2879 /*
2886 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar); 2880 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
@@ -3014,7 +3008,7 @@ namespace OpenSim.Region.Framework.Scenes
3014 3008
3015 if (IsRoot) 3009 if (IsRoot)
3016 { 3010 {
3017 if (IsAttachment) 3011 if (m_parentGroup.IsAttachment)
3018 { 3012 {
3019 SendFullUpdateToClient(remoteClient, AttachedPos, clientFlags); 3013 SendFullUpdateToClient(remoteClient, AttachedPos, clientFlags);
3020 } 3014 }
@@ -3076,7 +3070,7 @@ namespace OpenSim.Region.Framework.Scenes
3076 { 3070 {
3077 // Suppress full updates during attachment editing 3071 // Suppress full updates during attachment editing
3078 // 3072 //
3079 if (ParentGroup.IsSelected && IsAttachment) 3073 if (ParentGroup.IsSelected && ParentGroup.IsAttachment)
3080 return; 3074 return;
3081 3075
3082 if (ParentGroup.IsDeleted) 3076 if (ParentGroup.IsDeleted)
@@ -3254,26 +3248,6 @@ namespace OpenSim.Region.Framework.Scenes
3254 }); 3248 });
3255 } 3249 }
3256 3250
3257 public void SetAttachmentPoint(uint AttachmentPoint)
3258 {
3259 this.AttachmentPoint = AttachmentPoint;
3260
3261 if (AttachmentPoint != 0)
3262 {
3263 IsAttachment = true;
3264 }
3265 else
3266 {
3267 IsAttachment = false;
3268 }
3269
3270 // save the attachment point.
3271 //if (AttachmentPoint != 0)
3272 //{
3273 m_shape.State = (byte)AttachmentPoint;
3274 //}
3275 }
3276
3277 public void SetAxisRotation(int axis, int rotate) 3251 public void SetAxisRotation(int axis, int rotate)
3278 { 3252 {
3279 if (m_parentGroup != null) 3253 if (m_parentGroup != null)
@@ -4497,7 +4471,9 @@ namespace OpenSim.Region.Framework.Scenes
4497 } 4471 }
4498 } 4472 }
4499 4473
4500 if (SetPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints 4474 if (SetPhantom
4475 || ParentGroup.IsAttachment
4476 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4501 { 4477 {
4502 AddFlag(PrimFlags.Phantom); 4478 AddFlag(PrimFlags.Phantom);
4503 if (PhysActor != null) 4479 if (PhysActor != null)
@@ -4928,7 +4904,7 @@ namespace OpenSim.Region.Framework.Scenes
4928 if (ParentGroup == null || ParentGroup.IsDeleted) 4904 if (ParentGroup == null || ParentGroup.IsDeleted)
4929 return; 4905 return;
4930 4906
4931 if (IsAttachment && ParentGroup.RootPart != this) 4907 if (ParentGroup.IsAttachment && ParentGroup.RootPart != this)
4932 return; 4908 return;
4933 4909
4934 // Causes this thread to dig into the Client Thread Data. 4910 // Causes this thread to dig into the Client Thread Data.