From 8d249f8456f6bf70f4d81098007a02b1ede5587e Mon Sep 17 00:00:00 2001
From: Dan Lake
Date: Fri, 2 Mar 2012 09:19:13 -0800
Subject: ScenePresence line endings and fix AllowMovement default to true.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 60 ++++++++++++------------
1 file changed, 30 insertions(+), 30 deletions(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e982bfe..ec6bb89 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -341,8 +341,8 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Position of agent's camera in world (region cordinates)
///
- protected Vector3 m_lastCameraPosition;
-
+ protected Vector3 m_lastCameraPosition;
+
public Vector3 CameraPosition { get; set; }
public Quaternion CameraRotation
@@ -352,9 +352,9 @@ namespace OpenSim.Region.Framework.Scenes
// Use these three vectors to figure out what the agent is looking at
// Convert it to a Matrix and/or Quaternion
- //
- public Vector3 CameraAtAxis { get; set; }
- public Vector3 CameraLeftAxis { get; set; }
+ //
+ public Vector3 CameraAtAxis { get; set; }
+ public Vector3 CameraLeftAxis { get; set; }
public Vector3 CameraUpAxis { get; set; }
public Vector3 Lookat
@@ -371,14 +371,14 @@ namespace OpenSim.Region.Framework.Scenes
}
#endregion
- public string Firstname { get; private set; }
- public string Lastname { get; private set; }
-
+ public string Firstname { get; private set; }
+ public string Lastname { get; private set; }
+
public string Grouptitle { get; set; }
- // Agent's Draw distance.
- public float DrawDistance { get; set; }
-
+ // Agent's Draw distance.
+ public float DrawDistance { get; set; }
+
public bool AllowMovement { get; set; }
private bool m_setAlwaysRun;
@@ -404,8 +404,8 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsActor.SetAlwaysRun = value;
}
}
- }
-
+ }
+
public byte State { get; set; }
private AgentManager.ControlFlags m_AgentControlFlags;
@@ -414,15 +414,15 @@ namespace OpenSim.Region.Framework.Scenes
{
get { return (uint)m_AgentControlFlags; }
set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
- }
-
+ }
+
public IClientAPI ControllingClient { get; set; }
public IClientCore ClientView
- {
+ {
get { return (IClientCore)ControllingClient; }
- }
-
+ }
+
public Vector3 ParentPosition { get; set; }
///
@@ -683,7 +683,7 @@ namespace OpenSim.Region.Framework.Scenes
IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type)
{
AttachmentsSyncLock = new Object();
-
+ AllowMovement = true;
IsChildAgent = true;
m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
Animator = new ScenePresenceAnimator(this);
@@ -761,17 +761,17 @@ namespace OpenSim.Region.Framework.Scenes
private Vector3[] GetWalkDirectionVectors()
{
- Vector3[] vector = new Vector3[11];
- vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
+ Vector3[] vector = new Vector3[11];
+ vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
vector[2] = Vector3.UnitY; //LEFT
- vector[3] = -Vector3.UnitY; //RIGHT
- vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP
- vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN
- vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE
+ vector[3] = -Vector3.UnitY; //RIGHT
+ vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP
+ vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN
+ vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE
vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE
vector[8] = Vector3.UnitY; //LEFT_NUDGE
- vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
+ vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
return vector;
}
@@ -1279,8 +1279,8 @@ namespace OpenSim.Region.Framework.Scenes
DrawDistance = Scene.DefaultDrawDistance;
// Check if Client has camera in 'follow cam' or 'build' mode.
- Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
-
+ Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
+
m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
@@ -3013,7 +3013,7 @@ namespace OpenSim.Region.Framework.Scenes
cAgent.Velocity = m_velocity;
cAgent.Center = CameraPosition;
cAgent.AtAxis = CameraAtAxis;
- cAgent.LeftAxis = CameraLeftAxis;
+ cAgent.LeftAxis = CameraLeftAxis;
cAgent.UpAxis = CameraUpAxis;
cAgent.Far = DrawDistance;
@@ -3099,7 +3099,7 @@ namespace OpenSim.Region.Framework.Scenes
m_velocity = cAgent.Velocity;
CameraPosition = cAgent.Center;
CameraAtAxis = cAgent.AtAxis;
- CameraLeftAxis = cAgent.LeftAxis;
+ CameraLeftAxis = cAgent.LeftAxis;
CameraUpAxis = cAgent.UpAxis;
// When we get to the point of re-computing neighbors everytime this
--
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