diff options
Merge branch 'master' into vehicles
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 25 |
1 files changed, 12 insertions, 13 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 9819163..b4cfc48 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; } |
@@ -3355,7 +3355,7 @@ if (m_shape != null) { | |||
3355 | } | 3355 | } |
3356 | else | 3356 | else |
3357 | { | 3357 | { |
3358 | IsPhantom = false; | 3358 | IsPhantom = false; |
3359 | // If volumedetect is active we don't want phantom to be applied. | 3359 | // If volumedetect is active we don't want phantom to be applied. |
3360 | // If this is a new call to VD out of the state "phantom" | 3360 | // If this is a new call to VD out of the state "phantom" |
3361 | // this will also cause the prim to be visible to physics | 3361 | // this will also cause the prim to be visible to physics |
@@ -3451,7 +3451,7 @@ if (m_shape != null) { | |||
3451 | } | 3451 | } |
3452 | else // it already has a physical representation | 3452 | else // it already has a physical representation |
3453 | { | 3453 | { |
3454 | PhysActor.IsPhysical = UsePhysics; | 3454 | pa.IsPhysical = UsePhysics; |
3455 | 3455 | ||
3456 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim | 3456 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim |
3457 | if (m_parentGroup != null) | 3457 | if (m_parentGroup != null) |
@@ -3480,7 +3480,6 @@ if (m_shape != null) { | |||
3480 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active | 3480 | AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active |
3481 | this.VolumeDetectActive = true; | 3481 | this.VolumeDetectActive = true; |
3482 | } | 3482 | } |
3483 | |||
3484 | } | 3483 | } |
3485 | else | 3484 | else |
3486 | { // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like | 3485 | { // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like |
@@ -3739,7 +3738,7 @@ if (m_shape != null) { | |||
3739 | public override string ToString() | 3738 | public override string ToString() |
3740 | { | 3739 | { |
3741 | return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup); | 3740 | return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup); |
3742 | } | 3741 | } |
3743 | 3742 | ||
3744 | #endregion Public Methods | 3743 | #endregion Public Methods |
3745 | 3744 | ||
@@ -3785,11 +3784,11 @@ if (m_shape != null) { | |||
3785 | _everyoneMask &= _nextOwnerMask; | 3784 | _everyoneMask &= _nextOwnerMask; |
3786 | 3785 | ||
3787 | Inventory.ApplyNextOwnerPermissions(); | 3786 | Inventory.ApplyNextOwnerPermissions(); |
3788 | } | 3787 | } |
3789 | 3788 | ||
3790 | public bool CanBeDeleted() | 3789 | public bool CanBeDeleted() |
3791 | { | 3790 | { |
3792 | return Inventory.CanBeDeleted(); | 3791 | return Inventory.CanBeDeleted(); |
3793 | } | 3792 | } |
3794 | } | 3793 | } |
3795 | } | 3794 | } |