In ScenePresence, removed several private variables used to store public parameters. They were only used by the get/set and make code harder to refactor.

xassetservice
Dan Lake 2012-03-01 19:22:05 -08:00
parent ec48a2f32b
commit e8779cd9e5
1 changed files with 44 additions and 108 deletions

View File

@ -343,13 +343,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
protected Vector3 m_lastCameraPosition;
protected Vector3 m_CameraPosition;
public Vector3 CameraPosition
{
get { return m_CameraPosition; }
private set { m_CameraPosition = value; }
}
public Vector3 CameraPosition { get; set; }
public Quaternion CameraRotation
{
@ -359,28 +353,9 @@ 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
//
protected Vector3 m_CameraAtAxis;
protected Vector3 m_CameraLeftAxis;
protected Vector3 m_CameraUpAxis;
public Vector3 CameraAtAxis
{
get { return m_CameraAtAxis; }
private set { m_CameraAtAxis = value; }
}
public Vector3 CameraLeftAxis
{
get { return m_CameraLeftAxis; }
private set { m_CameraLeftAxis = value; }
}
public Vector3 CameraUpAxis
{
get { return m_CameraUpAxis; }
private set { m_CameraUpAxis = value; }
}
public Vector3 CameraAtAxis { get; set; }
public Vector3 CameraLeftAxis { get; set; }
public Vector3 CameraUpAxis { get; set; }
public Vector3 Lookat
{
@ -396,33 +371,15 @@ namespace OpenSim.Region.Framework.Scenes
}
#endregion
public readonly string Firstname;
public readonly string Lastname;
public string Firstname { get; private set; }
public string Lastname { get; private set; }
private string m_grouptitle;
public string Grouptitle
{
get { return m_grouptitle; }
set { m_grouptitle = value; }
}
public string Grouptitle { get; set; }
// Agent's Draw distance.
protected float m_DrawDistance;
public float DrawDistance { get; set; }
public float DrawDistance
{
get { return m_DrawDistance; }
private set { m_DrawDistance = value; }
}
protected bool m_allowMovement = true;
public bool AllowMovement
{
get { return m_allowMovement; }
set { m_allowMovement = value; }
}
public bool AllowMovement { get; set; }
private bool m_setAlwaysRun;
@ -449,13 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
private byte m_state;
public byte State
{
get { return m_state; }
set { m_state = value; }
}
public byte State { get; set; }
private AgentManager.ControlFlags m_AgentControlFlags;
@ -465,29 +416,14 @@ namespace OpenSim.Region.Framework.Scenes
set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
}
/// <summary>
/// This works out to be the ClientView object associated with this avatar, or it's client connection manager
/// </summary>
private IClientAPI m_controllingClient;
public IClientAPI ControllingClient
{
get { return m_controllingClient; }
private set { m_controllingClient = value; }
}
public IClientAPI ControllingClient { get; set; }
public IClientCore ClientView
{
get { return (IClientCore) m_controllingClient; }
get { return (IClientCore)ControllingClient; }
}
protected Vector3 m_parentPosition;
public Vector3 ParentPosition
{
get { return m_parentPosition; }
set { m_parentPosition = value; }
}
public Vector3 ParentPosition { get; set; }
/// <summary>
/// Position of this avatar relative to the region the avatar is in
@ -826,17 +762,17 @@ namespace OpenSim.Region.Framework.Scenes
private Vector3[] GetWalkDirectionVectors()
{
Vector3[] vector = new Vector3[11];
vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
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(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
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[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
return vector;
}
@ -1333,7 +1269,7 @@ namespace OpenSim.Region.Framework.Scenes
// Convert it to a Matrix and/or Quaternion
CameraAtAxis = agentData.CameraAtAxis;
CameraLeftAxis = agentData.CameraLeftAxis;
m_CameraUpAxis = agentData.CameraUpAxis;
CameraUpAxis = agentData.CameraUpAxis;
// The Agent's Draw distance setting
// When we get to the point of re-computing neighbors everytime this
@ -1345,7 +1281,7 @@ namespace OpenSim.Region.Framework.Scenes
// Check if Client has camera in 'follow cam' or 'build' mode.
Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
@ -3078,7 +3014,7 @@ namespace OpenSim.Region.Framework.Scenes
cAgent.Center = CameraPosition;
cAgent.AtAxis = CameraAtAxis;
cAgent.LeftAxis = CameraLeftAxis;
cAgent.UpAxis = m_CameraUpAxis;
cAgent.UpAxis = CameraUpAxis;
cAgent.Far = DrawDistance;
@ -3164,7 +3100,7 @@ namespace OpenSim.Region.Framework.Scenes
CameraPosition = cAgent.Center;
CameraAtAxis = cAgent.AtAxis;
CameraLeftAxis = cAgent.LeftAxis;
m_CameraUpAxis = cAgent.UpAxis;
CameraUpAxis = cAgent.UpAxis;
// When we get to the point of re-computing neighbors everytime this
// changes, then start using the agent's drawdistance rather than the