Misc cleanup.

arthursv
Jeff Ames 2009-08-14 17:16:41 +09:00
parent a42569d896
commit 9d9fcac038
11 changed files with 119 additions and 156 deletions

View File

@ -520,7 +520,7 @@ namespace OpenSim.Framework
}
/// <summary>
/// Depreciated idea. Number of visitors ~= free money
/// Deprecated idea. Number of visitors ~= free money
/// </summary>
public int Dwell {
get {

View File

@ -64,7 +64,7 @@ namespace OpenSim.Framework.Tests
Vector3 StartPos = new Vector3(5, 23, 125);
UUID SecureSessionId = UUID.Random();
UUID SessionId = UUID.Random();
// TODO: unused: UUID SessionId = UUID.Random();
m_agentCircuitData1 = new AgentCircuitData();
m_agentCircuitData1.AgentID = AgentId1;

View File

@ -161,7 +161,7 @@ namespace OpenSim.Framework.Tests
/// Worker thread 0
/// </summary>
/// <param name="o"></param>
public void run( object o)
public void run(object o)
{
while (running)
{

View File

@ -450,7 +450,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
responseMap["sim_host"] = OSD.FromString(reg.ExternalHostName);
// DEPRECIATED
// DEPRECATED
responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(reg.ExternalHostName).ToString());
responseMap["connect"] = OSD.FromBoolean(true);
@ -591,7 +591,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
httpaddr = httpsCN;
}
// DEPRECIATED
// DEPRECATED
responseMap["seed_capability"]
= OSD.FromString(
regionCapsHttpProtocol + httpaddr + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(userCap.CapsObjectPath));
@ -764,7 +764,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
responseMap["sim_port"] = OSD.FromInteger(reg.InternalEndPoint.Port);
responseMap["sim_host"] = OSD.FromString(reg.ExternalHostName);// + ":" + reg.InternalEndPoint.Port.ToString());
// DEPRECIATED
// DEPRECATED
responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(reg.ExternalHostName).ToString());
responseMap["session_id"] = OSD.FromUUID(SessionID);
@ -851,7 +851,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
string rezRespSeedCap = "";
// DEPRECIATED
// DEPRECATED
if (rezResponseMap.ContainsKey("seed_capability"))
rezRespSeedCap = rezResponseMap["seed_capability"].AsString();
@ -863,7 +863,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
if (rezResponseMap.ContainsKey("rez_avatar/rez"))
rezRespSeedCap = rezResponseMap["rez_avatar/rez"].AsString();
// DEPRECIATED
// DEPRECATED
string rezRespSim_ip = rezResponseMap["sim_ip"].AsString();
string rezRespSim_host = rezResponseMap["sim_host"].AsString();
@ -879,13 +879,13 @@ namespace OpenSim.Region.CoreModules.InterGrid
{
RezResponsePositionArray = (OSDArray)rezResponseMap["position"];
}
// DEPRECIATED
// DEPRECATED
responseMap["seed_capability"] = OSD.FromString(rezRespSeedCap);
// REPLACEMENT r3
responseMap["region_seed_capability"] = OSD.FromString(rezRespSeedCap);
// DEPRECIATED
// DEPRECATED
responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(rezRespSim_ip).ToString());
responseMap["sim_host"] = OSD.FromString(rezRespSim_host);

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@ -63,7 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void OnNewClientDelegate(IClientAPI client);
/// <summary>
/// Depreciated in favour of OnClientConnect.
/// Deprecated in favour of OnClientConnect.
/// Will be marked Obsolete after IClientCore has 100% of IClientAPI interfaces.
/// </summary>
public event OnNewClientDelegate OnNewClient;

View File

@ -928,25 +928,22 @@ namespace OpenSim.Region.Framework.Scenes
{
// Primitive Ray Tracing
float closestDistance = 280f;
EntityIntersection returnResult = new EntityIntersection();
EntityIntersection result = new EntityIntersection();
List<EntityBase> 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;
}
/// <summary>
@ -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;
}

View File

@ -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;
}
/// <summary>
/// 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();
}
/// <summary>
///
/// </summary>
@ -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;
}
m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
if ((aggregateScriptEvents & scriptEvents.not_at_target) != 0)
{
m_scriptListens_notAtTarget = true;
}
else
{
m_scriptListens_notAtTarget = false;
}
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
}
}
/// <summary>
/// Set the owner of the root part.
/// </summary>

View File

@ -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;
}
/// <summary>

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@ -212,6 +212,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
bool Bright { get; set; } // SetPrimParms(FULLBRIGHT)
double Bloom { get; set; } // SetPrimParms(GLOW)
bool Shiny { get; set; } // SetPrimParms(SHINY)
bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECIATE IN FAVOUR OF UUID?]
bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECATE IN FAVOUR OF UUID?]
}
}

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@ -347,18 +347,13 @@ namespace OpenSim.Region.Physics.OdePlugin
#endif
}
// zero out a heightmap array float array (single dimention [flattened]))
// zero out a heightmap array float array (single dimension [flattened]))
if ((int)Constants.RegionSize == 256)
_heightmap = new float[514*514];
else
_heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
_watermap = new float[258 * 258];
// Zero out the prim spaces array (we split our space into smaller spaces so
// we can hit test less.
}
@ -2197,7 +2192,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
/// <summary>
/// Called when a static prim moves. Allocates a space for the prim based on it's position
/// Called when a static prim moves. Allocates a space for the prim based on its position
/// </summary>
/// <param name="geom">the pointer to the geom that moved</param>
/// <param name="pos">the position that the geom moved to</param>
@ -3013,7 +3008,7 @@ namespace OpenSim.Region.Physics.OdePlugin
float[] returnarr = new float[262144];
float[,] resultarr = new float[m_regionWidth, m_regionHeight];
// Filling out the array into it's multi-dimentional components
// Filling out the array into its multi-dimensional components
for (int y = 0; y < m_regionHeight; y++)
{
for (int x = 0; x < m_regionWidth; x++)
@ -3126,7 +3121,7 @@ namespace OpenSim.Region.Physics.OdePlugin
float[] returnarr = new float[262144];
float[,] resultarr = new float[m_regionWidth,m_regionHeight];
// Filling out the array into it's multi-dimentional components
// Filling out the array into its multi-dimensional components
for (int y = 0; y < m_regionHeight; y++)
{
for (int x = 0; x < m_regionWidth; x++)

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@ -4,7 +4,7 @@
save_crashes = false
; Directory to save crashes to if above is enabled
; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
crash_dir = "crashes"
; Place to create a PID file
@ -19,11 +19,11 @@
; inside your firewall, separate patterns with a ';'
; HttpProxyExceptions = ".mydomain.com;localhost"
; Set this to true if you are connecting your OpenSimulator regions to a grid
; Set this to false if you are running OpenSimulator in standalone mode
; Set this to true if you are connecting your regions to a grid
; Set this to false if you are running in standalone mode
gridmode = false
; Set this to true if you want this OpenSimulator to run the Hypergrid functionality
; Set this to true if you want Hypergrid functionality
hypergrid = false
startup_console_commands_file = "startup_commands.txt"
@ -39,7 +39,7 @@
; Enables EventQueueGet Service.
EventQueue = true
; Set this to the DLL containig the client stack to use.
; Set this to the DLL containing the client stack to use.
clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
; ##
@ -60,7 +60,7 @@
; except that everything is also enclosed in a <Regions> tag.
; regionload_webserver_url = "http://example.com/regions.xml";
; Draw objects on maptile. This step might take a long time if you've got a huge amount of
; Draw objects on maptile. This step might take a long time if you've got a large number of
; objects, so you can turn it off here if you'd like.
DrawPrimOnMapTile = true
; Use terrain texture for maptiles if true, use shaded green if false
@ -129,11 +129,11 @@
; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
physical_prim = true
; Select a mesher here. ZeroMesher is save and fast.
; Select a mesher here. ZeroMesher is safe and fast.
; ZeroMesher also means that the physics engine models the physics of prims
; sticking to the basic shapes the engine does support. Usually this is only a box.
; Meshmerizer gives a better handling of complex prims by using triangle meshes.
; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
; Note that only ODE physics currently deals with meshed prims in a satisfactory way
;
meshing = ZeroMesher
;meshing = Meshmerizer
@ -429,9 +429,8 @@
; surface layer around geometries other geometries can sink into before generating a contact
world_contact_surface_layer = 0.001
; Filtering Collisions helps keep things stable physics wise, but sometimes
; it can be over zealous. If you notice bouncing, chances are it's being just
; that
; Filtering collisions helps keep things stable physics wise, but sometimes
; it can be overzealous. If you notice bouncing, chances are it's that.
filter_collisions = false
; Non Moving Terrain Contact (avatar isn't moving)
@ -1371,7 +1370,6 @@
; to customize your data
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; The below pulls in optional module config files
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;