From 9d9fcac0386ba6adc7a1f6c08f82bd5c0b6cd1d2 Mon Sep 17 00:00:00 2001
From: Jeff Ames
Date: Fri, 14 Aug 2009 17:16:41 +0900
Subject: Misc cleanup.
---
OpenSim/Region/Framework/Scenes/EventManager.cs | 2 +-
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 17 +++----
.../Region/Framework/Scenes/SceneObjectGroup.cs | 51 ++++++---------------
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 52 +++++++++++-----------
4 files changed, 46 insertions(+), 76 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 7bbe045..287d8d9 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -63,7 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void OnNewClientDelegate(IClientAPI client);
///
- /// Depreciated in favour of OnClientConnect.
+ /// Deprecated in favour of OnClientConnect.
/// Will be marked Obsolete after IClientCore has 100% of IClientAPI interfaces.
///
public event OnNewClientDelegate OnNewClient;
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 0e0999a..7771831 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -928,25 +928,22 @@ namespace OpenSim.Region.Framework.Scenes
{
// Primitive Ray Tracing
float closestDistance = 280f;
- EntityIntersection returnResult = new EntityIntersection();
+ EntityIntersection result = new EntityIntersection();
List EntityList = GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup reportingG = (SceneObjectGroup)ent;
- EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
- if (result.HitTF)
+ EntityIntersection inter = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
+ if (inter.HitTF && inter.distance < closestDistance)
{
- if (result.distance < closestDistance)
- {
- closestDistance = result.distance;
- returnResult = result;
- }
+ closestDistance = inter.distance;
+ result = inter;
}
}
}
- return returnResult;
+ return result;
}
///
@@ -979,7 +976,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (SceneObjectPart p in ((SceneObjectGroup) ent).GetParts())
{
- if (p.Name==name)
+ if (p.Name == name)
{
return p;
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index c86e4a1..bc3d5c0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -555,7 +555,7 @@ namespace OpenSim.Region.Framework.Scenes
// If we get a result, we're going to find the closest result to the origin of the ray
// and send back the intersection information back to the innerscene.
- EntityIntersection returnresult = new EntityIntersection();
+ EntityIntersection result = new EntityIntersection();
lock (m_parts)
{
@@ -576,26 +576,23 @@ namespace OpenSim.Region.Framework.Scenes
// when the camera crosses the border.
float idist = Constants.RegionSize;
-
if (inter.HitTF)
{
// We need to find the closest prim to return to the testcaller along the ray
if (inter.distance < idist)
{
- returnresult.HitTF = true;
- returnresult.ipoint = inter.ipoint;
- returnresult.obj = part;
- returnresult.normal = inter.normal;
- returnresult.distance = inter.distance;
+ result.HitTF = true;
+ result.ipoint = inter.ipoint;
+ result.obj = part;
+ result.normal = inter.normal;
+ result.distance = inter.distance;
}
}
}
}
- return returnresult;
+ return result;
}
-
-
///
/// Gets a vector representing the size of the bounding box containing all the prims in the group
/// Treats all prims as rectangular, so no shape (cut etc) is taken into account
@@ -652,7 +649,6 @@ namespace OpenSim.Region.Framework.Scenes
frontBottomRight.Y = orig.Y + (part.Scale.Y / 2);
frontBottomRight.Z = orig.Z - (part.Scale.Z / 2);
-
backTopLeft.X = orig.X + (part.Scale.X / 2);
backTopLeft.Y = orig.Y - (part.Scale.Y / 2);
backTopLeft.Z = orig.Z + (part.Scale.Z / 2);
@@ -839,7 +835,6 @@ namespace OpenSim.Region.Framework.Scenes
if (backBottomLeft.Z < minZ)
minZ = backBottomLeft.Z;
}
-
}
Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
@@ -860,6 +855,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z);
return boundingBox;
}
+
#endregion
public void SaveScriptedState(XmlTextWriter writer)
@@ -1029,8 +1025,8 @@ namespace OpenSim.Region.Framework.Scenes
//m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
//AttachToBackup();
//m_rootPart.ScheduleFullUpdate();
-
}
+
///
///
///
@@ -1130,6 +1126,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
+
// helper provided for parts.
public int GetSceneMaxUndo()
{
@@ -1183,7 +1180,6 @@ namespace OpenSim.Region.Framework.Scenes
{
SceneObjectPart part = GetChildPart(localId);
OnGrabPart(part, offsetPos, remoteClient);
-
}
}
@@ -1267,28 +1263,10 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- if ((aggregateScriptEvents & scriptEvents.at_target) != 0)
- {
- m_scriptListens_atTarget = true;
- }
- else
- {
- m_scriptListens_atTarget = false;
- }
-
- if ((aggregateScriptEvents & scriptEvents.not_at_target) != 0)
- {
- m_scriptListens_notAtTarget = true;
- }
- else
- {
- m_scriptListens_notAtTarget = false;
- }
+ m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
+ m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
- if (m_scriptListens_atTarget || m_scriptListens_notAtTarget)
- {
- }
- else
+ if (!m_scriptListens_atTarget && !m_scriptListens_notAtTarget)
{
lock (m_targets)
m_targets.Clear();
@@ -1787,9 +1765,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
-
-
-
///
/// Set the owner of the root part.
///
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 3646811..5a74bad 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2710,11 +2710,10 @@ if (m_shape != null) {
public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
{
- // In this case we're using a sphere with a radius of the largest dimention of the prim
+ // In this case we're using a sphere with a radius of the largest dimension of the prim
// TODO: Change to take shape into account
-
- EntityIntersection returnresult = new EntityIntersection();
+ EntityIntersection result = new EntityIntersection();
Vector3 vAbsolutePosition = AbsolutePosition;
Vector3 vScale = Scale;
Vector3 rOrigin = iray.Origin;
@@ -2738,8 +2737,7 @@ if (m_shape != null) {
Vector3 tmVal6 = vAbsolutePosition*rOrigin;
-
- // Set Radius to the largest dimention of the prim
+ // Set Radius to the largest dimension of the prim
float radius = 0f;
if (vScale.X > radius)
radius = vScale.X;
@@ -2765,7 +2763,7 @@ if (m_shape != null) {
if (rootsqr < 0.0f)
{
// No intersection
- return returnresult;
+ return result;
}
float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
@@ -2778,7 +2776,7 @@ if (m_shape != null) {
if (root < 0.0f)
{
// nope, no intersection
- return returnresult;
+ return result;
}
}
@@ -2788,12 +2786,12 @@ if (m_shape != null) {
new Vector3(iray.Origin.X + (iray.Direction.X*root), iray.Origin.Y + (iray.Direction.Y*root),
iray.Origin.Z + (iray.Direction.Z*root));
- returnresult.HitTF = true;
- returnresult.ipoint = ipoint;
+ result.HitTF = true;
+ result.ipoint = ipoint;
// Normal is calculated by the difference and then normalizing the result
Vector3 normalpart = ipoint - vAbsolutePosition;
- returnresult.normal = normalpart / normalpart.Length();
+ result.normal = normalpart / normalpart.Length();
// It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't.
// I can write a function to do it.. but I like the fact that this one is Static.
@@ -2802,9 +2800,9 @@ if (m_shape != null) {
Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z);
float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
- returnresult.distance = distance;
+ result.distance = distance;
- return returnresult;
+ return result;
}
public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters)
@@ -3008,9 +3006,9 @@ if (m_shape != null) {
//distance[i] = (normals[i].X * AmBa.X + normals[i].Y * AmBa.Y + normals[i].Z * AmBa.Z) * -1;
}
- EntityIntersection returnresult = new EntityIntersection();
+ EntityIntersection result = new EntityIntersection();
- returnresult.distance = 1024;
+ result.distance = 1024;
float c = 0;
float a = 0;
float d = 0;
@@ -3030,7 +3028,7 @@ if (m_shape != null) {
//{
//if (iray.Origin.Dot(normals[i]) > d)
//{
- //return returnresult;
+ //return result;
//}
// else
//{
@@ -3044,7 +3042,7 @@ if (m_shape != null) {
//{
//if (a > fmin)
//{
- //return returnresult;
+ //return result;
//}
//fmax = a;
//}
@@ -3056,7 +3054,7 @@ if (m_shape != null) {
//{
//if (a < 0 || a < fmax)
//{
- //return returnresult;
+ //return result;
//}
//fmin = a;
//}
@@ -3112,17 +3110,17 @@ if (m_shape != null) {
// distance2 = (float)GetDistanceTo(q, iray.Origin);
//}
- if (distance2 < returnresult.distance)
+ if (distance2 < result.distance)
{
- returnresult.distance = distance2;
- returnresult.HitTF = true;
- returnresult.ipoint = q;
+ result.distance = distance2;
+ result.HitTF = true;
+ result.ipoint = q;
//m_log.Info("[FACE]:" + i.ToString());
//m_log.Info("[POINT]: " + q.ToString());
//m_log.Info("[DIST]: " + distance2.ToString());
if (faceCenters)
{
- returnresult.normal = AAfacenormals[i] * AXrot;
+ result.normal = AAfacenormals[i] * AXrot;
Vector3 scaleComponent = AAfacenormals[i];
float ScaleOffset = 0.5f;
@@ -3130,20 +3128,20 @@ if (m_shape != null) {
if (scaleComponent.Y != 0) ScaleOffset = AXscale.Y;
if (scaleComponent.Z != 0) ScaleOffset = AXscale.Z;
ScaleOffset = Math.Abs(ScaleOffset);
- Vector3 offset = returnresult.normal * ScaleOffset;
- returnresult.ipoint = AXpos + offset;
+ Vector3 offset = result.normal * ScaleOffset;
+ result.ipoint = AXpos + offset;
///pos = (intersectionpoint + offset);
}
else
{
- returnresult.normal = normals[i];
+ result.normal = normals[i];
}
- returnresult.AAfaceNormal = AAfacenormals[i];
+ result.AAfaceNormal = AAfacenormals[i];
}
}
}
- return returnresult;
+ return result;
}
///
--
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