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(); -- cgit v1.1