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author | Justin Clark-Casey (justincc) | 2011-11-21 18:06:04 +0000 |
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committer | Justin Clark-Casey (justincc) | 2011-11-21 18:06:04 +0000 |
commit | cead87005bbcb7a4f19440a3bb7876252a7b77ac (patch) | |
tree | 44e5e705b72de4a57d15999b71ffcd4bc96eb411 /OpenSim | |
parent | Actually remove PhysicsActor.SOPDescription this time (diff) | |
download | opensim-SC-cead87005bbcb7a4f19440a3bb7876252a7b77ac.zip opensim-SC-cead87005bbcb7a4f19440a3bb7876252a7b77ac.tar.gz opensim-SC-cead87005bbcb7a4f19440a3bb7876252a7b77ac.tar.bz2 opensim-SC-cead87005bbcb7a4f19440a3bb7876252a7b77ac.tar.xz |
Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaining their own properties
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsActor.cs | 9 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 13 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 1 |
3 files changed, 14 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index c213e6a..c2acf97 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs | |||
@@ -161,6 +161,15 @@ namespace OpenSim.Region.Physics.Manager | |||
161 | public abstract bool Selected { set; } | 161 | public abstract bool Selected { set; } |
162 | 162 | ||
163 | /// <summary> | 163 | /// <summary> |
164 | /// Name of this actor. | ||
165 | /// </summary> | ||
166 | /// <remarks> | ||
167 | /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or | ||
168 | /// water. This is not a problem due to the formatting of names given by prims and avatars. | ||
169 | /// </remarks> | ||
170 | public string Name { get; protected set; } | ||
171 | |||
172 | /// <summary> | ||
164 | /// This is being used by ODE joint code. | 173 | /// This is being used by ODE joint code. |
165 | /// </summary> | 174 | /// </summary> |
166 | public string SOPName; | 175 | public string SOPName; |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index c37d588..20bc7f6 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | |||
@@ -123,9 +123,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
123 | private float m_buoyancy = 0f; | 123 | private float m_buoyancy = 0f; |
124 | 124 | ||
125 | // private CollisionLocker ode; | 125 | // private CollisionLocker ode; |
126 | |||
127 | private string m_name = String.Empty; | ||
128 | |||
129 | private bool[] m_colliderarr = new bool[11]; | 126 | private bool[] m_colliderarr = new bool[11]; |
130 | private bool[] m_colliderGroundarr = new bool[11]; | 127 | private bool[] m_colliderGroundarr = new bool[11]; |
131 | 128 | ||
@@ -212,7 +209,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
212 | 209 | ||
213 | _parent_scene.AddPhysicsActorTaint(this); | 210 | _parent_scene.AddPhysicsActorTaint(this); |
214 | 211 | ||
215 | m_name = avName; | 212 | Name = avName; |
216 | } | 213 | } |
217 | 214 | ||
218 | public override int PhysicsActorType | 215 | public override int PhysicsActorType |
@@ -1068,7 +1065,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1068 | _parent_scene.BadCharacter(this); | 1065 | _parent_scene.BadCharacter(this); |
1069 | newPos = new d.Vector3(_position.X, _position.Y, _position.Z); | 1066 | newPos = new d.Vector3(_position.X, _position.Y, _position.Z); |
1070 | base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem! | 1067 | base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem! |
1071 | m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid); | 1068 | m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", Name, m_uuid); |
1072 | } | 1069 | } |
1073 | 1070 | ||
1074 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | 1071 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) |
@@ -1284,8 +1281,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1284 | } | 1281 | } |
1285 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor); | 1282 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor); |
1286 | 1283 | ||
1287 | _parent_scene.geom_name_map[Shell] = m_name; | 1284 | _parent_scene.geom_name_map[Shell] = Name; |
1288 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | 1285 | _parent_scene.actor_name_map[Shell] = this; |
1289 | _parent_scene.AddCharacter(this); | 1286 | _parent_scene.AddCharacter(this); |
1290 | } | 1287 | } |
1291 | else | 1288 | else |
@@ -1320,7 +1317,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1320 | // appear to stall initial region crossings when done here. Being done for consistency. | 1317 | // appear to stall initial region crossings when done here. Being done for consistency. |
1321 | // Velocity = Vector3.Zero; | 1318 | // Velocity = Vector3.Zero; |
1322 | 1319 | ||
1323 | _parent_scene.geom_name_map[Shell] = m_name; | 1320 | _parent_scene.geom_name_map[Shell] = Name; |
1324 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | 1321 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; |
1325 | } | 1322 | } |
1326 | else | 1323 | else |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 1ba7ef7..5f21c9d 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -184,7 +184,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
184 | private bool m_lastUpdateSent; | 184 | private bool m_lastUpdateSent; |
185 | 185 | ||
186 | public IntPtr Body = IntPtr.Zero; | 186 | public IntPtr Body = IntPtr.Zero; |
187 | public String Name { get; private set; } | ||
188 | private Vector3 _target_velocity; | 187 | private Vector3 _target_velocity; |
189 | private d.Mass pMass; | 188 | private d.Mass pMass; |
190 | 189 | ||