diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 51bb114..ea6bc9c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -42,7 +42,7 @@ using OpenSim.Region.Framework.Scenes.Scripting; | |||
42 | using OpenSim.Region.Physics.Manager; | 42 | using OpenSim.Region.Physics.Manager; |
43 | 43 | ||
44 | namespace OpenSim.Region.Framework.Scenes | 44 | namespace OpenSim.Region.Framework.Scenes |
45 | { | 45 | { |
46 | #region Enumerations | 46 | #region Enumerations |
47 | 47 | ||
48 | [Flags] | 48 | [Flags] |
@@ -142,7 +142,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
142 | public UUID FromItemID = UUID.Zero; | 142 | public UUID FromItemID = UUID.Zero; |
143 | 143 | ||
144 | /// <value> | 144 | /// <value> |
145 | /// The UUID of the user inventory item from which this object was rezzed if this is a root part. | 145 | /// The UUID of the user inventory item from which this object was rezzed if this is a root part. |
146 | /// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item. | 146 | /// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item. |
147 | /// </value> | 147 | /// </value> |
148 | private UUID m_fromUserInventoryItemID = UUID.Zero; | 148 | private UUID m_fromUserInventoryItemID = UUID.Zero; |
@@ -187,7 +187,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
187 | public IEntityInventory Inventory | 187 | public IEntityInventory Inventory |
188 | { | 188 | { |
189 | get { return m_inventory; } | 189 | get { return m_inventory; } |
190 | } | 190 | } |
191 | protected SceneObjectPartInventory m_inventory; | 191 | protected SceneObjectPartInventory m_inventory; |
192 | 192 | ||
193 | [XmlIgnore] | 193 | [XmlIgnore] |
@@ -309,9 +309,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
309 | RotationOffset = rotationOffset; | 309 | RotationOffset = rotationOffset; |
310 | Velocity = new Vector3(0, 0, 0); | 310 | Velocity = new Vector3(0, 0, 0); |
311 | AngularVelocity = new Vector3(0, 0, 0); | 311 | AngularVelocity = new Vector3(0, 0, 0); |
312 | Acceleration = new Vector3(0, 0, 0); | 312 | Acceleration = new Vector3(0, 0, 0); |
313 | m_TextureAnimation = new byte[0]; | 313 | m_TextureAnimation = new byte[0]; |
314 | m_particleSystem = new byte[0]; | 314 | m_particleSystem = new byte[0]; |
315 | 315 | ||
316 | // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol, | 316 | // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol, |
317 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | 317 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from |
@@ -363,7 +363,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
363 | 363 | ||
364 | /// <summary> | 364 | /// <summary> |
365 | /// A relic from when we we thought that prims contained folder objects. In | 365 | /// A relic from when we we thought that prims contained folder objects. In |
366 | /// reality, prim == folder | 366 | /// reality, prim == folder |
367 | /// Exposing this is not particularly good, but it's one of the least evils at the moment to see | 367 | /// Exposing this is not particularly good, but it's one of the least evils at the moment to see |
368 | /// folder id from prim inventory item data, since it's not (yet) actually stored with the prim. | 368 | /// folder id from prim inventory item data, since it's not (yet) actually stored with the prim. |
369 | /// </summary> | 369 | /// </summary> |
@@ -384,7 +384,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
384 | 384 | ||
385 | /// <value> | 385 | /// <value> |
386 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 386 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes |
387 | /// </value> | 387 | /// </value> |
388 | public TaskInventoryDictionary TaskInventory | 388 | public TaskInventoryDictionary TaskInventory |
389 | { | 389 | { |
390 | get { return m_inventory.Items; } | 390 | get { return m_inventory.Items; } |
@@ -3386,7 +3386,7 @@ if (m_shape != null) { | |||
3386 | } | 3386 | } |
3387 | else | 3387 | else |
3388 | { | 3388 | { |
3389 | IsPhantom = false; | 3389 | IsPhantom = false; |
3390 | // If volumedetect is active we don't want phantom to be applied. | 3390 | // If volumedetect is active we don't want phantom to be applied. |
3391 | // If this is a new call to VD out of the state "phantom" | 3391 | // If this is a new call to VD out of the state "phantom" |
3392 | // this will also cause the prim to be visible to physics | 3392 | // this will also cause the prim to be visible to physics |
@@ -3455,6 +3455,7 @@ if (m_shape != null) { | |||
3455 | RotationOffset, | 3455 | RotationOffset, |
3456 | UsePhysics); | 3456 | UsePhysics); |
3457 | 3457 | ||
3458 | pa = PhysActor; | ||
3458 | if (pa != null) | 3459 | if (pa != null) |
3459 | { | 3460 | { |
3460 | pa.LocalID = LocalId; | 3461 | pa.LocalID = LocalId; |
@@ -3483,7 +3484,7 @@ if (m_shape != null) { | |||
3483 | } | 3484 | } |
3484 | else // it already has a physical representation | 3485 | else // it already has a physical representation |
3485 | { | 3486 | { |
3486 | pa.IsPhysical = UsePhysics; | 3487 | pa.IsPhysical = UsePhysics; |
3487 | 3488 | ||
3488 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | 3489 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim |
3489 | if (m_parentGroup != null) | 3490 | if (m_parentGroup != null) |
@@ -3513,11 +3514,10 @@ if (m_shape != null) { | |||
3513 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | 3514 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active |
3514 | this.VolumeDetectActive = true; | 3515 | this.VolumeDetectActive = true; |
3515 | } | 3516 | } |
3516 | |||
3517 | } | 3517 | } |
3518 | else | 3518 | else |
3519 | { // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like | 3519 | { // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like |
3520 | // (mumbles, well, at least if you have infinte CPU powers :-) ) | 3520 | // (mumbles, well, at least if you have infinte CPU powers :-)) |
3521 | PhysicsActor pa = this.PhysActor; | 3521 | PhysicsActor pa = this.PhysActor; |
3522 | if (pa != null) | 3522 | if (pa != null) |
3523 | { | 3523 | { |
@@ -3775,7 +3775,7 @@ if (m_shape != null) { | |||
3775 | public override string ToString() | 3775 | public override string ToString() |
3776 | { | 3776 | { |
3777 | return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup); | 3777 | return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup); |
3778 | } | 3778 | } |
3779 | 3779 | ||
3780 | #endregion Public Methods | 3780 | #endregion Public Methods |
3781 | 3781 | ||
@@ -3823,11 +3823,11 @@ if (m_shape != null) { | |||
3823 | _everyoneMask &= _nextOwnerMask; | 3823 | _everyoneMask &= _nextOwnerMask; |
3824 | 3824 | ||
3825 | Inventory.ApplyNextOwnerPermissions(); | 3825 | Inventory.ApplyNextOwnerPermissions(); |
3826 | } | 3826 | } |
3827 | 3827 | ||
3828 | public bool CanBeDeleted() | 3828 | public bool CanBeDeleted() |
3829 | { | 3829 | { |
3830 | return Inventory.CanBeDeleted(); | 3830 | return Inventory.CanBeDeleted(); |
3831 | } | 3831 | } |
3832 | } | 3832 | } |
3833 | } | 3833 | } |