From 65c5efe43b68700bad94076d4cd421160203c5de Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Fri, 16 May 2008 01:22:11 +0000 Subject: Formatting cleanup. --- .../Region/Environment/Scenes/SceneObjectPart.cs | 202 ++++++++++----------- 1 file changed, 101 insertions(+), 101 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs') diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index 0196b91..a52d5f9 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs @@ -41,7 +41,7 @@ using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Environment.Scenes { - // I don't really know where to put this except here. + // I don't really know where to put this except here. // Can't access the OpenSim.Region.ScriptEngine.Common.LSL_BaseClass.Changed constants [Flags] public enum ExtraParamType @@ -81,13 +81,13 @@ namespace OpenSim.Region.Environment.Scenes SCALE = 0x40 } - + [Serializable] public partial class SceneObjectPart : IScriptHost, ISerializable { [XmlIgnore] public PhysicsActor PhysActor = null; - + public LLUUID LastOwnerID; public LLUUID OwnerID; public LLUUID GroupID; @@ -95,7 +95,7 @@ namespace OpenSim.Region.Environment.Scenes public byte ObjectSaleType; public int SalePrice; public uint Category; - + // TODO: This needs to be persisted in next XML version update! [XmlIgnore] public int[] PayPrice = {-2,-2,-2,-2,-2}; [XmlIgnore] private Dictionary m_scriptEvents = new Dictionary(); @@ -139,7 +139,7 @@ namespace OpenSim.Region.Environment.Scenes set { Flags = (LLObject.ObjectFlags)value; } } - #endregion + #endregion protected byte[] m_particleSystem = new byte[0]; @@ -152,13 +152,13 @@ namespace OpenSim.Region.Environment.Scenes /// 0 - no update is scheduled /// 1 - terse update scheduled /// 2 - full update scheduled - /// + /// /// TODO - This should be an enumeration /// private byte m_updateFlag; #region Properties - + public LLUUID CreatorID; public LLUUID ObjectCreator @@ -230,7 +230,7 @@ namespace OpenSim.Region.Environment.Scenes /// A Linked Child Prim objects position in world public LLVector3 GetWorldPosition() { - + Quaternion parentRot = new Quaternion( ParentGroup.RootPart.RotationOffset.W, ParentGroup.RootPart.RotationOffset.X, @@ -256,13 +256,13 @@ namespace OpenSim.Region.Environment.Scenes /// public LLQuaternion GetWorldRotation() { - + Quaternion newRot; - + if (this.LinkNum == 0) { newRot = new Quaternion(RotationOffset.W,RotationOffset.X,RotationOffset.Y,RotationOffset.Z); - + } else { @@ -286,7 +286,7 @@ namespace OpenSim.Region.Environment.Scenes //return new LLQuaternion(axiomPartRotation.x, axiomPartRotation.y, axiomPartRotation.z, axiomPartRotation.w); } - + public void StoreUndoState() { if (!m_undoing) @@ -307,7 +307,7 @@ namespace OpenSim.Region.Environment.Scenes if (m_parentGroup.GetSceneMaxUndo() > 0) { UndoState nUndo = new UndoState(this); - + m_undo.Push(nUndo); } @@ -362,7 +362,7 @@ namespace OpenSim.Region.Environment.Scenes } else { - + // To move the child prim in respect to the group position and rotation we have to calculate LLVector3 resultingposition = GetWorldPosition(); @@ -370,7 +370,7 @@ namespace OpenSim.Region.Environment.Scenes LLQuaternion resultingrot = GetWorldRotation(); PhysActor.Orientation = new Quaternion(resultingrot.W, resultingrot.X, resultingrot.Y, resultingrot.Z); } - + // Tell the physics engines that this prim changed. m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } @@ -379,12 +379,12 @@ namespace OpenSim.Region.Environment.Scenes Console.WriteLine(e.Message); } } - + } } private byte[] m_TextureAnimation; - + protected LLVector3 m_offsetPosition; public LLVector3 OffsetPosition @@ -398,7 +398,7 @@ namespace OpenSim.Region.Environment.Scenes { // Hack to get the child prim to update world positions in the physics engine ParentGroup.ResetChildPrimPhysicsPositions(); - + } catch (NullReferenceException) { @@ -467,7 +467,7 @@ namespace OpenSim.Region.Environment.Scenes Console.WriteLine(ex.Message); } } - + } } @@ -494,8 +494,8 @@ namespace OpenSim.Region.Environment.Scenes return m_velocity; } - set { - + set { + m_velocity = value; if (PhysActor != null) { @@ -505,7 +505,7 @@ namespace OpenSim.Region.Environment.Scenes m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } } - + } } @@ -565,7 +565,7 @@ namespace OpenSim.Region.Environment.Scenes { m_color = value; TriggerScriptChangedEvent(Changed.COLOR); - + /* ScheduleFullUpdate() need not be called b/c after * setting the color, the text will be set, so then * ScheduleFullUpdate() will be called. */ @@ -615,11 +615,11 @@ namespace OpenSim.Region.Environment.Scenes public int LinkNum { get { return m_linkNum; } - set - { + set + { m_linkNum = value; TriggerScriptChangedEvent(Changed.LINK); - + } } @@ -646,7 +646,7 @@ namespace OpenSim.Region.Environment.Scenes public void ApplyImpulse(LLVector3 impulsei, bool localGlobalTF) { PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); - + if (localGlobalTF) { @@ -659,7 +659,7 @@ namespace OpenSim.Region.Environment.Scenes } else { - + if (m_parentGroup != null) { m_parentGroup.applyImpulse(impulse); @@ -698,9 +698,9 @@ namespace OpenSim.Region.Environment.Scenes public PrimitiveBaseShape Shape { get { return m_shape; } - set + set { - + m_shape = value; TriggerScriptChangedEvent(Changed.SHAPE); } @@ -709,7 +709,7 @@ namespace OpenSim.Region.Environment.Scenes public LLVector3 Scale { get { return m_shape.Scale; } - set + set { StoreUndoState(); m_shape.Scale = value; @@ -731,7 +731,7 @@ namespace OpenSim.Region.Environment.Scenes } #endregion - + public LLUUID ObjectOwner { get { return OwnerID; } @@ -809,9 +809,9 @@ namespace OpenSim.Region.Environment.Scenes Acceleration = new LLVector3(0, 0, 0); m_TextureAnimation = new byte[0]; m_inventoryFileName = "inventory_" + LLUUID.Random().ToString() + ".tmp"; - + // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol, - // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from + // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log Flags = 0; @@ -819,7 +819,7 @@ namespace OpenSim.Region.Environment.Scenes TrimPermissions(); //m_undo = new UndoStack(ParentGroup.GetSceneMaxUndo()); - + ScheduleFullUpdate(); } @@ -855,14 +855,14 @@ namespace OpenSim.Region.Environment.Scenes OffsetPosition = position; RotationOffset = rotation; ObjectFlags = flags; - + // Since we don't store script state, this is only a 'temporary' objectflag now // If the object is scripted, the script will get loaded and this will be set again - ObjectFlags &= ~(uint)(LLObject.ObjectFlags.Scripted | LLObject.ObjectFlags.Touch); - + ObjectFlags &= ~(uint)(LLObject.ObjectFlags.Scripted | LLObject.ObjectFlags.Touch); + TrimPermissions(); // ApplyPhysics(); - + ScheduleFullUpdate(); } @@ -881,7 +881,7 @@ namespace OpenSim.Region.Environment.Scenes SceneObjectPart newobject = (SceneObjectPart) serializer.Deserialize(xmlReader); return newobject; } - + public void ApplyPhysics(uint rootObjectFlags, bool m_physicalPrim) { @@ -902,7 +902,7 @@ namespace OpenSim.Region.Environment.Scenes new PhysicsVector(Scale.X, Scale.Y, Scale.Z), new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z), RigidBody); - + // Basic Physics returns null.. joy joy joy. if (PhysActor != null) { @@ -954,7 +954,7 @@ namespace OpenSim.Region.Environment.Scenes Vector3 rOrigin = iray.Origin; Vector3 rDirection = iray.Direction; - + //rDirection = rDirection.Normalize(); // Buidling the first part of the Quadratic equation @@ -985,7 +985,7 @@ namespace OpenSim.Region.Environment.Scenes radius = vScale.z; // the second part of this is the default prim size - // once we factor in the aabb of the prim we're adding we can + // once we factor in the aabb of the prim we're adding we can // change this to; // radius = (radius / 2) - 0.01f; // @@ -1018,7 +1018,7 @@ namespace OpenSim.Region.Environment.Scenes } } - // We got an intersection. putting together an EntityIntersection object with the + // We got an intersection. putting together an EntityIntersection object with the // intersection information Vector3 ipoint = new Vector3(iray.Origin.x + (iray.Direction.x*root), iray.Origin.y + (iray.Direction.y*root), @@ -1089,16 +1089,16 @@ namespace OpenSim.Region.Environment.Scenes Vector3 AXpos = new Vector3(pos.X, pos.Y, pos.Z); // tScale is the offset to derive the vertex based on the scale. - // it's different for each vertex because we've got to rotate it + // it's different for each vertex because we've got to rotate it // to get the world position of the vertex to produce the Oriented Bounding Box - Vector3 tScale = new Vector3(); + Vector3 tScale = new Vector3(); Vector3 AXscale = new Vector3(m_shape.Scale.X * 0.5f, m_shape.Scale.Y * 0.5f, m_shape.Scale.Z * 0.5f); //Vector3 pScale = (AXscale) - (AXrot.Inverse() * (AXscale)); //Vector3 nScale = (AXscale * -1) - (AXrot.Inverse() * (AXscale * -1)); - + // rScale is the rotated offset to find a vertex based on the scale and the world rotation. Vector3 rScale = new Vector3(); @@ -1109,14 +1109,14 @@ namespace OpenSim.Region.Environment.Scenes // | | // | 4 top | // |_________| - // C D - + // C D + // A _________ B // | Back | // | 3 | // |_________| - // C D - + // C D + // A _________ B B _________ A // | Left | | Right | // | 0 | | 2 | @@ -1127,13 +1127,13 @@ namespace OpenSim.Region.Environment.Scenes // | Front | // | 1 | // |_________| - // C D + // C D // C _________ D // | | // | 5 bot | // |_________| - // A B + // A B #endregion #region Plane Decomposition of Oriented Bounding Box @@ -1238,22 +1238,22 @@ namespace OpenSim.Region.Environment.Scenes for (int i = 0; i < 6; i++) { //m_log.Info("[FACECALCULATION]: FaceA[" + i + "]=" + FaceA[i] + " FaceB[" + i + "]=" + FaceB[i] + " FaceC[" + i + "]=" + FaceC[i] + " FaceD[" + i + "]=" + FaceD[i]); - + // Our Plane direction AmBa = FaceA[i] - FaceB[i]; AmBb = FaceB[i] - FaceC[i]; - + cross = AmBb.Cross(AmBa); // normalize the cross product to get the normal. - normals[i] = cross / cross.Length; - + normals[i] = cross / cross.Length; + //m_log.Info("[NORMALS]: normals[ " + i + "]" + normals[i].ToString()); //distance[i] = (normals[i].x * AmBa.x + normals[i].y * AmBa.y + normals[i].z * AmBa.z) * -1; } EntityIntersection returnresult = new EntityIntersection(); - + returnresult.distance = 1024; float c = 0; float a = 0; @@ -1276,7 +1276,7 @@ namespace OpenSim.Region.Environment.Scenes //{ //return returnresult; //} - // else + // else //{ //continue; //} @@ -1294,9 +1294,9 @@ namespace OpenSim.Region.Environment.Scenes //} //} - //else + //else //{ - //if (a < fmin) + //if (a < fmin) //{ //if (a < 0 || a < fmax) //{ @@ -1339,7 +1339,7 @@ namespace OpenSim.Region.Environment.Scenes // If the normal is pointing outside the object - + if (iray.Direction.Dot(normals[i]) < 0 || !frontFacesOnly) { @@ -1359,7 +1359,7 @@ namespace OpenSim.Region.Environment.Scenes { distance2 = (float)GetDistanceTo(q, iray.Origin); } - + if (distance2 < returnresult.distance) { @@ -1378,7 +1378,7 @@ namespace OpenSim.Region.Environment.Scenes } return returnresult; } - + // Use this for attachments! LocalID should be avatar's localid public void SetParentLocalId(uint localID) { @@ -1388,16 +1388,16 @@ namespace OpenSim.Region.Environment.Scenes public void SetAttachmentPoint(uint AttachmentPoint) { m_attachmentPoint = AttachmentPoint; - + // save the attachment point. //if (AttachmentPoint != 0) //{ m_shape.State = (byte)AttachmentPoint; //} - + } /// - /// + /// /// public void SetParent(SceneObjectGroup parent) { @@ -1417,7 +1417,7 @@ namespace OpenSim.Region.Environment.Scenes PhysActor.Buoyancy = fvalue; } } - + public void SetAxisRotation(int axis, int rotate) { if (m_parentGroup != null) @@ -1448,7 +1448,7 @@ namespace OpenSim.Region.Environment.Scenes } } - + public LLVector3 GetSitTargetPositionLL() { @@ -1547,9 +1547,9 @@ namespace OpenSim.Region.Environment.Scenes dupe.ObjectSaleType = ObjectSaleType; dupe.SalePrice = SalePrice; dupe.Category = Category; - + dupe.TaskInventory = (TaskInventoryDictionary)dupe.TaskInventory.Clone(); - + dupe.ResetIDs(linkNum); // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. @@ -1569,7 +1569,7 @@ namespace OpenSim.Region.Environment.Scenes } #endregion - + /// /// Reset LLUUIDs for this part. This involves generate this part's own LLUUID and /// generating new LLUUIDs for all the items in the inventory. @@ -1578,8 +1578,8 @@ namespace OpenSim.Region.Environment.Scenes public void ResetIDs(int linkNum) { UUID = LLUUID.Random(); - LinkNum = linkNum; - + LinkNum = linkNum; + ResetInventoryIDs(); } @@ -1603,9 +1603,9 @@ namespace OpenSim.Region.Environment.Scenes m_parentGroup.HasGroupChanged = true; m_parentGroup.QueueForUpdateCheck(); } - + int timeNow = Util.UnixTimeSinceEpoch(); - + // If multiple updates are scheduled on the same second, we still need to perform all of them // So we'll force the issue by bumping up the timestamp so that later processing sees these need // to be performed. @@ -1617,11 +1617,11 @@ namespace OpenSim.Region.Environment.Scenes { TimeStampFull = (uint)timeNow; } - + m_updateFlag = 2; - + // m_log.DebugFormat( -// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}", +// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}", // UUID, Name, TimeStampFull); } @@ -1668,13 +1668,13 @@ namespace OpenSim.Region.Environment.Scenes m_updateFlag = 1; // m_log.DebugFormat( -// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}", +// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}", // UUID, Name, TimeStampTerse); } } /// - /// Tell all the prims which have had updates scheduled + /// Tell all the prims which have had updates scheduled /// public void SendScheduledUpdates() { @@ -1687,7 +1687,7 @@ namespace OpenSim.Region.Environment.Scenes // bad, so it's been replaced by an event driven method. //if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0) //{ - // Only send the constant terse updates on physical objects! + // Only send the constant terse updates on physical objects! //ScheduleTerseUpdate(); //} } @@ -1706,7 +1706,7 @@ namespace OpenSim.Region.Environment.Scenes #region Shape /// - /// + /// /// /// public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock) @@ -1750,7 +1750,7 @@ namespace OpenSim.Region.Environment.Scenes //m_log.Info("TSomething4:" + ((type & (ushort)ExtraParamType.Something4) == (ushort)ExtraParamType.Something4)); //m_log.Info("TSomething5:" + ((type & (ushort)ExtraParamType.Something5) == (ushort)ExtraParamType.Something5)); //m_log.Info("TSomething6:" + ((type & (ushort)ExtraParamType.Something6) == (ushort)ExtraParamType.Something6)); - + bool usePhysics = false; bool IsTemporary = false; bool IsPhantom = false; @@ -1758,7 +1758,7 @@ namespace OpenSim.Region.Environment.Scenes bool wasUsingPhysics = ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0); //bool IsLocked = false; int i = 0; - + try { @@ -1975,7 +1975,7 @@ namespace OpenSim.Region.Environment.Scenes #region Texture /// - /// + /// /// /// public void UpdateTextureEntry(byte[] textureEntry) @@ -1985,7 +1985,7 @@ namespace OpenSim.Region.Environment.Scenes ScheduleFullUpdate(); } - // Added to handle bug in libsecondlife's TextureEntry.ToBytes() + // Added to handle bug in libsecondlife's TextureEntry.ToBytes() // not handling RGBA properly. Cycles through, and "fixes" the color // info public void UpdateTexture(LLObject.TextureEntry tex) @@ -2030,7 +2030,7 @@ namespace OpenSim.Region.Environment.Scenes byte[] data = new byte[16]; int pos = 0; - // The flags don't like conversion from uint to byte, so we have to do + // The flags don't like conversion from uint to byte, so we have to do // it the crappy way. See the above function :( data[pos] = ConvertScriptUintToByte(pTexAnim.Flags); pos++; @@ -2059,7 +2059,7 @@ namespace OpenSim.Region.Environment.Scenes #region Position /// - /// + /// /// /// public void UpdateOffSet(LLVector3 pos) @@ -2115,7 +2115,7 @@ namespace OpenSim.Region.Environment.Scenes foreach (ScenePresence p in avatarts) { // TODO: some filtering by distance of avatar - + p.ControllingClient.SendPreLoadSound(objectID, objectID, soundID); } } @@ -2193,14 +2193,14 @@ namespace OpenSim.Region.Environment.Scenes #region Resizing/Scale /// - /// + /// /// /// public void Resize(LLVector3 scale) { StoreUndoState(); m_shape.Scale = scale; - + ScheduleFullUpdate(); } @@ -2261,7 +2261,7 @@ namespace OpenSim.Region.Environment.Scenes } #region Client Update Methods - + /// /// Tell all scene presences that they should send updates for this part to their clients /// @@ -2287,7 +2287,7 @@ namespace OpenSim.Region.Environment.Scenes } } } - + public void AddFullUpdateToAvatar(ScenePresence presence) { @@ -2295,7 +2295,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// /// public void SendFullUpdateToAllClients() { @@ -2309,7 +2309,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// /// /// public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags) @@ -2328,7 +2328,7 @@ namespace OpenSim.Region.Environment.Scenes lPos = OffsetPosition; SendFullUpdateToClient(remoteClient, lPos, clientflags); } - + /// /// Sends a full update to the client /// @@ -2338,7 +2338,7 @@ namespace OpenSim.Region.Environment.Scenes public void SendFullUpdateToClient(IClientAPI remoteClient, LLVector3 lPos, uint clientFlags) { clientFlags &= ~(uint) LLObject.ObjectFlags.CreateSelected; - + if (remoteClient.AgentId == OwnerID) { if ((uint) (Flags & LLObject.ObjectFlags.CreateSelected) != 0) @@ -2351,7 +2351,7 @@ namespace OpenSim.Region.Environment.Scenes byte[] color = new byte[] {m_color.R, m_color.G, m_color.B, m_color.A}; remoteClient.SendPrimitiveToClient( - m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, m_shape, + m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, m_shape, lPos, Velocity, Acceleration, RotationOffset, RotationalVelocity, clientFlags, m_uuid, OwnerID, m_text, color, ParentID, m_particleSystem, m_clickAction, m_TextureAnimation, m_IsAttachment, m_attachmentPoint,fromAssetID); @@ -2373,7 +2373,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// /// public void SendTerseUpdateToAllClients() { @@ -2451,7 +2451,7 @@ namespace OpenSim.Region.Environment.Scenes m_parentGroup.AbsolutePosition = newpos; return; } - + } ScheduleTerseUpdate(); -- cgit v1.1