From b16abc8166c29585cb76cc55c3bdd76e5833cb4f Mon Sep 17 00:00:00 2001
From: Melanie Thielker
Date: Thu, 5 Jan 2017 19:07:37 +0000
Subject: Massive tab and trailing space cleanup
---
.../Region/Framework/Scenes/SceneObjectGroup.cs | 192 ++++++++++-----------
1 file changed, 96 insertions(+), 96 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e42b675..8fdb0f1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,7 +24,7 @@
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
-
+
using System;
using System.ComponentModel;
using System.Collections.Generic;
@@ -46,7 +46,7 @@ using OpenSim.Services.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
-
+
[Flags]
public enum scriptEvents
{
@@ -148,7 +148,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (value)
{
-
+
if (Backup)
{
m_scene.SceneGraph.FireChangeBackup(this);
@@ -188,7 +188,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
m_hasGroupChanged = value;
-
+
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: HasGroupChanged set to {0} for {1} {2}", m_hasGroupChanged, Name, LocalId);
}
@@ -197,7 +197,7 @@ namespace OpenSim.Region.Framework.Scenes
}
private bool m_groupContainsForeignPrims = false;
-
+
///
/// Whether the group contains prims that came from a different group. This happens when
/// linking or delinking groups. The implication is that until the group is persisted,
@@ -232,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
m_maxPersistTime = m_scene.m_persistAfter;
m_minPersistTime = m_scene.m_dontPersistBefore;
}
-
+
long currentTime = DateTime.UtcNow.Ticks;
if (timeLastChanged == 0) timeLastChanged = currentTime;
@@ -419,7 +419,7 @@ namespace OpenSim.Region.Framework.Scenes
// {
// get { return m_rotation; }
// set {
-// m_rotation = value;
+// m_rotation = value;
// }
// }
@@ -435,27 +435,27 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 minScale = new Vector3(Constants.MaximumRegionSize, Constants.MaximumRegionSize, Constants.MaximumRegionSize);
Vector3 maxScale = Vector3.Zero;
Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
-
+
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
Vector3 partscale = part.Scale;
Vector3 partoffset = part.OffsetPosition;
-
+
minScale.X = (partscale.X + partoffset.X < minScale.X) ? partscale.X + partoffset.X : minScale.X;
minScale.Y = (partscale.Y + partoffset.Y < minScale.Y) ? partscale.Y + partoffset.Y : minScale.Y;
minScale.Z = (partscale.Z + partoffset.Z < minScale.Z) ? partscale.Z + partoffset.Z : minScale.Z;
-
+
maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
}
-
+
finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
-
+
return finalScale;
}
}
@@ -520,7 +520,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// This is necessary in some cases, particularly when a scene object has just crossed into a region and doesn't
/// have the IsAttachment property yet checked.
- ///
+ ///
/// FIXME: However, this should be fixed so that this property
/// propertly reflects the underlying status.
///
@@ -530,7 +530,7 @@ namespace OpenSim.Region.Framework.Scenes
return (IsAttachment ||
(m_rootPart.Shape.PCode == (byte)PCodeEnum.Primitive && m_rootPart.Shape.State != 0));
}
-
+
private struct avtocrossInfo
{
public ScenePresence av;
@@ -627,7 +627,7 @@ namespace OpenSim.Region.Framework.Scenes
OpenSim.Services.Interfaces.GridRegion destination = null;
if (sog.RootPart.DIE_AT_EDGE)
- {
+ {
try
{
sogScene.DeleteSceneObject(sog, false);
@@ -648,7 +648,7 @@ namespace OpenSim.Region.Framework.Scenes
localIDs.Add(sog.RootPart.LocalId);
sogScene.AddReturn(sog.OwnerID, sog.Name, sog.AbsolutePosition,
"Returned at region cross");
- sogScene.DeRezObjects(null, localIDs, UUID.Zero, DeRezAction.Return, UUID.Zero);
+ sogScene.DeRezObjects(null, localIDs, UUID.Zero, DeRezAction.Return, UUID.Zero);
}
catch (Exception)
{
@@ -754,7 +754,7 @@ namespace OpenSim.Region.Framework.Scenes
// avatar cross failed we need do dedicated standUp
// part of it was done at CrossAgentToNewRegionAsync
// so for now just remove the sog controls
- // this may need extra care
+ // this may need extra care
av.UnRegisterSeatControls(sog.UUID);
}
@@ -869,7 +869,7 @@ namespace OpenSim.Region.Framework.Scenes
public override UUID UUID
{
get { return m_rootPart.UUID; }
- set
+ set
{
lock (m_parts.SyncRoot)
{
@@ -931,7 +931,7 @@ namespace OpenSim.Region.Framework.Scenes
{
get { return true; }
}
-
+
public bool IsSelected
{
get { return m_isSelected; }
@@ -944,7 +944,7 @@ namespace OpenSim.Region.Framework.Scenes
// but ode engines should only really need to know about root part
// so they can put entire object simulation on hold and not colliding
// keep as was for now
-
+
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null)
{
@@ -1107,7 +1107,7 @@ namespace OpenSim.Region.Framework.Scenes
///
public SceneObjectGroup()
{
-
+
}
///
@@ -1152,7 +1152,7 @@ namespace OpenSim.Region.Framework.Scenes
if (itemid != UUID.Zero)
m_savedScriptState[itemid] = node.InnerXml;
}
- }
+ }
}
}
@@ -1211,11 +1211,11 @@ namespace OpenSim.Region.Framework.Scenes
if (!Backup)
m_scene.EventManager.OnBackup += ProcessBackup;
-
+
Backup = true;
}
}
-
+
///
/// Attach this object to a scene. It will also now appear to agents.
///
@@ -1378,7 +1378,7 @@ namespace OpenSim.Region.Framework.Scenes
backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
-
+
//m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
//m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
@@ -1675,7 +1675,7 @@ namespace OpenSim.Region.Framework.Scenes
}
int nparts = parts.Length;
-
+
for (int i = 0; i < nparts; i++)
{
@@ -1692,7 +1692,7 @@ namespace OpenSim.Region.Framework.Scenes
{
linksetResCost = 0;
linksetPhysCost = 0;
- partCost = 0;
+ partCost = 0;
partPhysCost = 0;
for (int i = 0; i < nparts; i++)
@@ -1838,7 +1838,7 @@ namespace OpenSim.Region.Framework.Scenes
else
{
m_log.WarnFormat(
- "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
+ "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
}
}
@@ -1925,7 +1925,7 @@ namespace OpenSim.Region.Framework.Scenes
{
return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
}
-
+
///
/// Set a part to act as the root part for this scene object
///
@@ -1940,7 +1940,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!IsAttachment)
part.ParentID = 0;
part.LinkNum = 0;
-
+
m_parts.Add(m_rootPart.UUID, m_rootPart);
}
@@ -1991,19 +1991,19 @@ namespace OpenSim.Region.Framework.Scenes
// justincc: I don't believe this hack is needed any longer, especially since the physics
// parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
// this method was preventing proper reload of scene objects.
-
+
// dahlia: I had to uncomment it, without it meshing was failing on some prims and objects
// at region startup
-
- // teravus: After this was removed from the linking algorithm, Linked prims no longer collided
+
+ // teravus: After this was removed from the linking algorithm, Linked prims no longer collided
// properly when non-physical if they havn't been moved. This breaks ALL builds.
// see: http://opensimulator.org/mantis/view.php?id=3108
-
- // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
- // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
- // unmoved prims! As soon as you move a Prim/group, it will collide properly because Absolute
+
+ // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
+ // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
+ // unmoved prims! As soon as you move a Prim/group, it will collide properly because Absolute
// Position has been set!
-
+
public void ResetChildPrimPhysicsPositions()
{
// Setting this SOG's absolute position also loops through and sets the positions
@@ -2219,9 +2219,9 @@ namespace OpenSim.Region.Framework.Scenes
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
- }
- else
- {
+ }
+ else
+ {
// Apply physics to the root prim
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
}
@@ -2309,7 +2309,7 @@ namespace OpenSim.Region.Framework.Scenes
DetachFromBackup();
m_log.DebugFormat(
- "[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn",
+ "[SCENE OBJECT GROUP]: Returning object {0} due to parcel autoreturn",
RootPart.UUID);
m_scene.AddReturn(OwnerID == GroupID ? LastOwnerID : OwnerID, Name, AbsolutePosition, "parcel autoreturn");
m_scene.DeRezObjects(null, new List() { RootPart.LocalId }, UUID.Zero,
@@ -2364,9 +2364,9 @@ namespace OpenSim.Region.Framework.Scenes
datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
- backup_group.ForEachPart(delegate(SceneObjectPart part)
- {
- part.Inventory.ProcessInventoryBackup(datastore);
+ backup_group.ForEachPart(delegate(SceneObjectPart part)
+ {
+ part.Inventory.ProcessInventoryBackup(datastore);
if(part.KeyframeMotion != null)
{
@@ -2389,7 +2389,7 @@ namespace OpenSim.Region.Framework.Scenes
catch (Exception e)
{
m_log.ErrorFormat(
- "[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}{4}",
+ "[SCENE]: Storing of {0}, {1} in {2} failed with exception {3}{4}",
Name, UUID, m_scene.RegionInfo.RegionName, e.Message, e.StackTrace);
}
}
@@ -2427,22 +2427,22 @@ namespace OpenSim.Region.Framework.Scenes
{
m_dupeInProgress = true;
SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
-
+
dupe.m_parts = new MapAndArray();
// a copy isnt backedup
dupe.Backup = false;
dupe.InvalidBoundsRadius();
-
+
// a copy is not in transit hopefully
dupe.inTransit = false;
-
- // new group as no sitting avatars
+
+ // new group as no sitting avatars
dupe.m_sittingAvatars = new List();
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
-
+
if (userExposed)
dupe.m_rootPart.TrimPermissions();
@@ -2587,7 +2587,7 @@ namespace OpenSim.Region.Framework.Scenes
if (pa != null)
{
- // false to be applied as a impulse
+ // false to be applied as a impulse
pa.AddForce(impulse, false);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
@@ -2723,7 +2723,7 @@ namespace OpenSim.Region.Framework.Scenes
if(IsAttachment)
{
ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
- if (avatar != null)
+ if (avatar != null)
pa = avatar.PhysicsActor;
}
else
@@ -2813,7 +2813,7 @@ namespace OpenSim.Region.Framework.Scenes
public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags)
{
remoteClient.SendObjectPropertiesFamilyData(RootPart, RequestFlags);
-
+
// remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask,
// RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask,
// RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category,
@@ -2844,7 +2844,7 @@ namespace OpenSim.Region.Framework.Scenes
// return;
// If we somehow got here to updating the SOG and its root part is not scheduled for update,
- // check to see if the physical position or rotation warrant an update.
+ // check to see if the physical position or rotation warrant an update.
if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
{
// rootpart SendScheduledUpdates will check if a update is needed
@@ -2885,7 +2885,7 @@ namespace OpenSim.Region.Framework.Scenes
{
// if (IsAttachment)
// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
-
+
checkAtTargets();
RootPart.ScheduleFullUpdate();
@@ -2919,11 +2919,11 @@ namespace OpenSim.Region.Framework.Scenes
/// Immediately send a full update for this scene object.
///
public void SendGroupFullUpdate()
- {
+ {
if (IsDeleted)
return;
-// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
+// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
if (IsAttachment)
{
@@ -2964,7 +2964,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_scene == null) // Need to check here as it's null during object creation
return;
-
+
m_scene.SceneGraph.AddToUpdateList(this);
}
@@ -3139,7 +3139,7 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 oldGroupPosition = linkPart.GroupPosition;
Quaternion oldRootRotation = linkPart.RotationOffset;
- // A linked SOP remembers its location and rotation relative to the root of a group.
+ // A linked SOP remembers its location and rotation relative to the root of a group.
// Convert the root of the group being linked to be relative to the
// root of the group being linked to.
// Note: Some of the assignments have complex side effects.
@@ -3247,7 +3247,7 @@ namespace OpenSim.Region.Framework.Scenes
objectGroup.IsDeleted = true;
objectGroup.m_parts.Clear();
-
+
// Can't do this yet since backup still makes use of the root part without any synchronization
// objectGroup.m_rootPart = null;
@@ -3258,8 +3258,8 @@ namespace OpenSim.Region.Framework.Scenes
AttachToBackup();
- // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
- // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
+ // Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
+ // position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
// unmoved prims!
ResetChildPrimPhysicsPositions();
@@ -3453,7 +3453,7 @@ namespace OpenSim.Region.Framework.Scenes
lock (m_parts.SyncRoot)
if(!m_parts.Remove(linkPart.UUID))
continue;
-
+
linkPart.ClearUndoState();
Vector3 worldPos = linkPart.GetWorldPosition();
@@ -3580,7 +3580,7 @@ namespace OpenSim.Region.Framework.Scenes
part.setOffsetPosition(newPos - AbsolutePosition);
// (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
- // It would have the affect of setting the physics engine position multiple
+ // It would have the affect of setting the physics engine position multiple
// times. In theory, that is not necessary but I don't have a good linkset
// test to know that cleaning up this code wouldn't break things.)
@@ -3685,29 +3685,29 @@ namespace OpenSim.Region.Framework.Scenes
///
public void SpinMovement(Quaternion newOrientation, IClientAPI remoteClient)
{
- // The incoming newOrientation, sent by the client, "seems" to be the
- // desired target orientation. This needs further verification; in particular,
+ // The incoming newOrientation, sent by the client, "seems" to be the
+ // desired target orientation. This needs further verification; in particular,
// one would expect that the initial incoming newOrientation should be
- // fairly close to the original prim's physical orientation,
+ // fairly close to the original prim's physical orientation,
// m_rootPart.PhysActor.Orientation. This however does not seem to be the
// case (might just be an issue with different quaternions representing the
// same rotation, or it might be a coordinate system issue).
//
// Since it's not clear what the relationship is between the PhysActor.Orientation
// and the incoming orientations sent by the client, we take an alternative approach
- // of calculating the delta rotation between the orientations being sent by the
+ // of calculating the delta rotation between the orientations being sent by the
// client. (Since a spin is invoked by ctrl+shift+drag in the client, we expect
// a steady stream of several new orientations coming in from the client.)
// This ensures that the delta rotations are being calculated from self-consistent
// pairs of old/new rotations. Given the delta rotation, we apply a torque around
// the delta rotation axis, scaled by the object mass times an arbitrary scaling
// factor (to ensure the resulting torque is not "too strong" or "too weak").
- //
+ //
// Ideally we need to calculate (probably iteratively) the exact torque or series
- // of torques needed to arrive exactly at the destination orientation. However, since
+ // of torques needed to arrive exactly at the destination orientation. However, since
// it is not yet clear how to map the destination orientation (provided by the viewer)
- // into PhysActor orientations (needed by the physics engine), we omit this step.
- // This means that the resulting torque will at least be in the correct direction,
+ // into PhysActor orientations (needed by the physics engine), we omit this step.
+ // This means that the resulting torque will at least be in the correct direction,
// but it will result in over-shoot or under-shoot of the target orientation.
// For the end user, this means that ctrl+shift+drag can be used for relative,
// but not absolute, adjustments of orientation for physical prims.
@@ -3750,7 +3750,7 @@ namespace OpenSim.Region.Framework.Scenes
if(rotationAngle > 0)
spinforce = spinforce * pa.Mass * 0.1f; // 0.1 is an arbitrary torque scaling factor
else
- spinforce = spinforce * pa.Mass * -0.1f; // 0.1 is an arbitrary torque scaling
+ spinforce = spinforce * pa.Mass * -0.1f; // 0.1 is an arbitrary torque scaling
pa.AddAngularForce(spinforce,true);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
@@ -3870,8 +3870,8 @@ namespace OpenSim.Region.Framework.Scenes
if (selectionPart != null)
{
SceneObjectPart[] parts = m_parts.GetArray();
-
- if (Scene != null && UsePhysics)
+
+ if (Scene != null && UsePhysics)
{
int maxprims = m_scene.m_linksetPhysCapacity;
bool checkShape = (maxprims > 0 &&
@@ -3975,7 +3975,7 @@ namespace OpenSim.Region.Framework.Scenes
RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask);
// m_log.DebugFormat(
-// "[SCENE OBJECT GROUP]: RootPart.OwnerMask now {0} for {1} in {2}",
+// "[SCENE OBJECT GROUP]: RootPart.OwnerMask now {0} for {1} in {2}",
// (OpenMetaverse.PermissionMask)RootPart.OwnerMask, Name, Scene.Name);
RootPart.ScheduleFullUpdate();
@@ -4273,7 +4273,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (Scene == null || IsDeleted || inTransit)
return 1.0f;
-
+
float maxsize = Scene.m_maxNonphys;
PhysicsActor pa = m_rootPart.PhysActor;
// assuming physics is more restrictive
@@ -4282,7 +4282,7 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart[] parts = m_parts.GetArray();
float larger = float.MinValue;
-
+
for(int i = 0; i < parts.Length; i++)
{
SceneObjectPart obPart = parts[i];
@@ -4310,7 +4310,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (Scene == null || IsDeleted || inTransit)
return 1.0f;
-
+
float minsize = Scene.m_minNonphys;
PhysicsActor pa = m_rootPart.PhysActor;
// assuming physics is more restrictive
@@ -4319,7 +4319,7 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart[] parts = m_parts.GetArray();
float smaller = float.MaxValue;
-
+
for(int i = 0; i < parts.Length; i++)
{
SceneObjectPart obPart = parts[i];
@@ -4388,7 +4388,7 @@ namespace OpenSim.Region.Framework.Scenes
///
///
///
- ///
+ ///
public void UpdateSinglePosition(Vector3 pos, uint localID)
{
@@ -4443,7 +4443,7 @@ namespace OpenSim.Region.Framework.Scenes
}
AbsolutePosition = newPos;
-
+
if (IsAttachment)
m_rootPart.AttachedPos = newPos;
@@ -4469,7 +4469,7 @@ namespace OpenSim.Region.Framework.Scenes
public void UpdateGroupRotationR(Quaternion rot)
{
m_rootPart.UpdateRotation(rot);
-
+
/* this is done by rootpart RotationOffset set called by UpdateRotation
PhysicsActor actor = m_rootPart.PhysActor;
if (actor != null)
@@ -4747,7 +4747,7 @@ namespace OpenSim.Region.Framework.Scenes
if (setX || setY || setZ)
{
bool lockaxis = (rotate10 == 0); // zero means axis locked
-
+
byte locks = RootPart.RotationAxisLocks;
if (setX)
@@ -4757,7 +4757,7 @@ namespace OpenSim.Region.Framework.Scenes
else
locks &= (byte)SceneObjectGroup.axisSelect.NOT_STATUS_ROTATE_X;
}
-
+
if (setY)
{
if(lockaxis)
@@ -4791,7 +4791,7 @@ namespace OpenSim.Region.Framework.Scenes
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X)
return (rotAxislocks & (byte)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) == 0 ? 1:0;
- return 0;
+ return 0;
}
public int registerRotTargetWaypoint(Quaternion target, float tolerance)
@@ -4837,7 +4837,7 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.AddGroupTarget(this);
return (int)handle;
}
-
+
public void unregisterTargetWaypoint(int handle)
{
lock (m_targets)
@@ -4879,14 +4879,14 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
-
+
if (atTargets.Count > 0)
{
SceneObjectPart[] parts = m_parts.GetArray();
uint[] localids = new uint[parts.Length];
for (int i = 0; i < parts.Length; i++)
localids[i] = parts[i].LocalId;
-
+
for (int ctr = 0; ctr < localids.Length; ctr++)
{
foreach (uint target in atTargets.Keys)
@@ -4896,10 +4896,10 @@ namespace OpenSim.Region.Framework.Scenes
localids[ctr], att.handle, att.targetPos, m_rootPart.GroupPosition);
}
}
-
+
return;
}
-
+
if (m_scriptListens_notAtTarget && !at_target)
{
//trigger not_at_target
@@ -4907,7 +4907,7 @@ namespace OpenSim.Region.Framework.Scenes
uint[] localids = new uint[parts.Length];
for (int i = 0; i < parts.Length; i++)
localids[i] = parts[i].LocalId;
-
+
for (int ctr = 0; ctr < localids.Length; ctr++)
{
m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -4994,7 +4994,7 @@ namespace OpenSim.Region.Framework.Scenes
// http://wiki.secondlife.com/wiki/llGetGeometricCenter
// ignoring tortured prims details since sl also seems to ignore
// so no real use in doing it on physics
-
+
Vector3 gc = Vector3.Zero;
SceneObjectPart[] parts = m_parts.GetArray();
@@ -5034,7 +5034,7 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 tmp = pa.CenterOfMass;
return tmp;
}
-
+
Vector3 Ptot = Vector3.Zero;
float totmass = 0f;
float m;
@@ -5072,7 +5072,7 @@ namespace OpenSim.Region.Framework.Scenes
}
HasGroupChanged = true;
-
+
// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
// for the same object with very different properties. The caller must schedule the update.
//ScheduleGroupForFullUpdate();
--
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