From efd90b56b761219af6425b1c7a2cdd3b6ffb4de2 Mon Sep 17 00:00:00 2001 From: lbsa71 Date: Thu, 27 Dec 2007 21:41:48 +0000 Subject: * Optimized usings * shortened references * Removed redundant 'this' * Normalized EOF --- OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | 84 ++++++++++++++++----------- 1 file changed, 51 insertions(+), 33 deletions(-) (limited to 'OpenSim/Region/Physics/POSPlugin/POSPlugin.cs') diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs index 26310f9..1bc3490 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs @@ -25,8 +25,8 @@ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ -using System.Collections.Generic; using System; +using System.Collections.Generic; using Axiom.Math; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; @@ -114,10 +114,10 @@ namespace OpenSim.Region.Physics.POSPlugin public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation) { - return this.AddPrimShape(primName, pbs, position, size, rotation, false); + return AddPrimShape(primName, pbs, position, size, rotation, false); } - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, bool isPhysical) { POSPrim prim = new POSPrim(); @@ -136,18 +136,20 @@ namespace OpenSim.Region.Physics.POSPlugin " sizeX: " + p.Size.X * 0.5 + 0.5); */ - Vector3 rotatedPos = p.Orientation.Inverse() * new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, c.Position.Z - p.Position.Z); - Vector3 avatarSize = p.Orientation.Inverse() * new Vector3(c.Size.X, c.Size.Y, c.Size.Z); + Vector3 rotatedPos = p.Orientation.Inverse()* + new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, + c.Position.Z - p.Position.Z); + Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z); - if (Math.Abs(rotatedPos.x) >= (p.Size.X * 0.5 + Math.Abs(avatarSize.x))) + if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x))) { return false; } - if (Math.Abs(rotatedPos.y) >= (p.Size.Y * 0.5 + Math.Abs(avatarSize.y))) + if (Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y))) { return false; } - if (Math.Abs(rotatedPos.z) >= (p.Size.Z * 0.5 + Math.Abs(avatarSize.z))) + if (Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z))) { return false; } @@ -182,12 +184,12 @@ namespace OpenSim.Region.Physics.POSPlugin if (!character.Flying) { - character._target_velocity.Z += gravity * timeStep; + character._target_velocity.Z += gravity*timeStep; } bool forcedZ = false; - character.Position.X += character._target_velocity.X * timeStep; - character.Position.Y += character._target_velocity.Y * timeStep; + character.Position.X += character._target_velocity.X*timeStep; + character.Position.Y += character._target_velocity.Y*timeStep; if (character.Position.Y < 0) { @@ -207,15 +209,15 @@ namespace OpenSim.Region.Physics.POSPlugin character.Position.X = 255.9F; } - float terrainheight = _heightMap[(int)character.Position.Y * 256 + (int)character.Position.X]; - if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) + float terrainheight = _heightMap[(int) character.Position.Y*256 + (int) character.Position.X]; + if (character.Position.Z + (character._target_velocity.Z*timeStep) < terrainheight + 2) { character.Position.Z = terrainheight + 1.0f; forcedZ = true; } else { - character.Position.Z += character._target_velocity.Z * timeStep; + character.Position.Z += character._target_velocity.Z*timeStep; } /// this is it -- the magic you've all been waiting for! Ladies and gentlemen -- @@ -224,21 +226,21 @@ namespace OpenSim.Region.Physics.POSPlugin if (check_all_prims(character)) { - character.Position.Z = oldposZ; // first try Z axis + character.Position.Z = oldposZ; // first try Z axis if (check_all_prims(character)) { - character.Position.Z = oldposZ + 0.4f; // try harder + character.Position.Z = oldposZ + 0.4f; // try harder if (check_all_prims(character)) { character.Position.X = oldposX; character.Position.Y = oldposY; character.Position.Z = oldposZ; - character.Position.X = character.Position.X + (character._target_velocity.X * timeStep); + character.Position.X = character.Position.X + (character._target_velocity.X*timeStep); if (check_all_prims(character)) { character.Position.X = oldposX; } - character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep); + character.Position.Y = character.Position.Y + (character._target_velocity.Y*timeStep); if (check_all_prims(character)) { character.Position.Y = oldposY; @@ -253,7 +255,7 @@ namespace OpenSim.Region.Physics.POSPlugin { forcedZ = true; } - } + } if (character.Position.Y < 0) { @@ -273,8 +275,8 @@ namespace OpenSim.Region.Physics.POSPlugin character.Position.X = 255.9F; } - character._velocity.X = (character.Position.X - oldposX) / timeStep; - character._velocity.Y = (character.Position.Y - oldposY) / timeStep; + character._velocity.X = (character.Position.X - oldposX)/timeStep; + character._velocity.Y = (character.Position.Y - oldposY)/timeStep; if (forcedZ) { @@ -284,7 +286,7 @@ namespace OpenSim.Region.Physics.POSPlugin } else { - character._velocity.Z = (character.Position.Z - oldposZ) / timeStep; + character._velocity.Z = (character.Position.Z - oldposZ)/timeStep; } } return fps; @@ -326,31 +328,37 @@ namespace OpenSim.Region.Physics.POSPlugin _position = new PhysicsVector(); _acceleration = new PhysicsVector(); } + public override int PhysicsActorType { - get { return (int)ActorTypes.Agent; } + get { return (int) ActorTypes.Agent; } set { return; } } + public override PhysicsVector RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } } + public override bool SetAlwaysRun { get { return false; } set { return; } } + public override bool IsPhysical { get { return false; } set { return; } } + public override bool ThrottleUpdates { get { return false; } set { return; } } + public override bool Flying { get { return flying; } @@ -362,16 +370,19 @@ namespace OpenSim.Region.Physics.POSPlugin get { return iscolliding; } set { iscolliding = value; } } + public override bool CollidingGround { get { return false; } set { return; } } + public override bool CollidingObj { get { return false; } set { return; } } + public override PhysicsVector Position { get { return _position; } @@ -383,18 +394,22 @@ namespace OpenSim.Region.Physics.POSPlugin get { return new PhysicsVector(0.5f, 0.5f, 1.0f); } set { } } + public override float Mass { get { return 0f; } } + public override PhysicsVector Force { get { return PhysicsVector.Zero; } } + public override PhysicsVector CenterOfMass { get { return PhysicsVector.Zero; } } + public override PhysicsVector GeometricCenter { get { return PhysicsVector.Zero; } @@ -402,10 +417,7 @@ namespace OpenSim.Region.Physics.POSPlugin public override PrimitiveBaseShape Shape { - set - { - return; - } + set { return; } } public override PhysicsVector Velocity @@ -461,41 +473,49 @@ namespace OpenSim.Region.Physics.POSPlugin _position = new PhysicsVector(); _acceleration = new PhysicsVector(); } + public override int PhysicsActorType { - get { return (int)ActorTypes.Prim; } + get { return (int) ActorTypes.Prim; } set { return; } } + public override PhysicsVector RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } } + public override bool IsPhysical { get { return false; } set { return; } } + public override bool ThrottleUpdates { get { return false; } set { return; } } + public override bool IsColliding { get { return iscolliding; } set { iscolliding = value; } } + public override bool CollidingGround { get { return false; } set { return; } } + public override bool CollidingObj { get { return false; } set { return; } } + public override PhysicsVector Position { get { return _position; } @@ -530,10 +550,7 @@ namespace OpenSim.Region.Physics.POSPlugin public override PrimitiveBaseShape Shape { - set - { - return; - } + set { return; } } public override PhysicsVector Velocity @@ -571,6 +588,7 @@ namespace OpenSim.Region.Physics.POSPlugin public override void SetMomentum(PhysicsVector momentum) { } + public override bool Flying { get { return false; } @@ -583,4 +601,4 @@ namespace OpenSim.Region.Physics.POSPlugin set { return; } } } -} +} \ No newline at end of file -- cgit v1.1