diff options
Merge branch 'master' into bigmerge
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 37 |
1 files changed, 8 insertions, 29 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index e214f57..11040b7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -252,7 +252,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
252 | private byte[] m_TextureAnimation; | 252 | private byte[] m_TextureAnimation; |
253 | private byte m_clickAction; | 253 | private byte m_clickAction; |
254 | private Color m_color = Color.Black; | 254 | private Color m_color = Color.Black; |
255 | private string m_description = String.Empty; | ||
256 | private readonly List<uint> m_lastColliders = new List<uint>(); | 255 | private readonly List<uint> m_lastColliders = new List<uint>(); |
257 | private int m_linkNum; | 256 | private int m_linkNum; |
258 | 257 | ||
@@ -331,11 +330,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
331 | /// </summary> | 330 | /// </summary> |
332 | public SceneObjectPart() | 331 | public SceneObjectPart() |
333 | { | 332 | { |
334 | // It's not necessary to persist this | ||
335 | m_TextureAnimation = Utils.EmptyBytes; | 333 | m_TextureAnimation = Utils.EmptyBytes; |
336 | m_particleSystem = Utils.EmptyBytes; | 334 | m_particleSystem = Utils.EmptyBytes; |
337 | Rezzed = DateTime.UtcNow; | 335 | Rezzed = DateTime.UtcNow; |
338 | 336 | Description = String.Empty; | |
337 | |||
338 | // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol, | ||
339 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | ||
340 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log | ||
339 | m_inventory = new SceneObjectPartInventory(this); | 341 | m_inventory = new SceneObjectPartInventory(this); |
340 | } | 342 | } |
341 | 343 | ||
@@ -349,11 +351,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
349 | /// <param name="offsetPosition"></param> | 351 | /// <param name="offsetPosition"></param> |
350 | public SceneObjectPart( | 352 | public SceneObjectPart( |
351 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 353 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
352 | Quaternion rotationOffset, Vector3 offsetPosition) | 354 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
353 | { | 355 | { |
354 | m_name = "Object"; | 356 | m_name = "Object"; |
355 | 357 | ||
356 | Rezzed = DateTime.UtcNow; | ||
357 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 358 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
358 | LastOwnerID = CreatorID = OwnerID = ownerID; | 359 | LastOwnerID = CreatorID = OwnerID = ownerID; |
359 | UUID = UUID.Random(); | 360 | UUID = UUID.Random(); |
@@ -368,19 +369,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
368 | Velocity = Vector3.Zero; | 369 | Velocity = Vector3.Zero; |
369 | AngularVelocity = Vector3.Zero; | 370 | AngularVelocity = Vector3.Zero; |
370 | Acceleration = Vector3.Zero; | 371 | Acceleration = Vector3.Zero; |
371 | m_TextureAnimation = Utils.EmptyBytes; | ||
372 | m_particleSystem = Utils.EmptyBytes; | ||
373 | |||
374 | // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol, | ||
375 | // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from | ||
376 | // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log | ||
377 | |||
378 | Flags = 0; | 372 | Flags = 0; |
379 | CreateSelected = true; | 373 | CreateSelected = true; |
380 | 374 | ||
381 | TrimPermissions(); | 375 | TrimPermissions(); |
382 | |||
383 | m_inventory = new SceneObjectPartInventory(this); | ||
384 | } | 376 | } |
385 | 377 | ||
386 | #endregion Constructors | 378 | #endregion Constructors |
@@ -938,19 +930,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
938 | set { m_acceleration = value; } | 930 | set { m_acceleration = value; } |
939 | } | 931 | } |
940 | 932 | ||
941 | public string Description | 933 | public string Description { get; set; } |
942 | { | ||
943 | get { return m_description; } | ||
944 | set | ||
945 | { | ||
946 | m_description = value; | ||
947 | PhysicsActor actor = PhysActor; | ||
948 | if (actor != null) | ||
949 | { | ||
950 | actor.SOPDescription = value; | ||
951 | } | ||
952 | } | ||
953 | } | ||
954 | 934 | ||
955 | /// <value> | 935 | /// <value> |
956 | /// Text color. | 936 | /// Text color. |
@@ -1595,8 +1575,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1595 | // Basic Physics returns null.. joy joy joy. | 1575 | // Basic Physics returns null.. joy joy joy. |
1596 | if (PhysActor != null) | 1576 | if (PhysActor != null) |
1597 | { | 1577 | { |
1598 | PhysActor.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info | 1578 | PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info |
1599 | PhysActor.SOPDescription = this.Description; | ||
1600 | PhysActor.SetMaterial(Material); | 1579 | PhysActor.SetMaterial(Material); |
1601 | DoPhysicsPropertyUpdate(RigidBody, true); | 1580 | DoPhysicsPropertyUpdate(RigidBody, true); |
1602 | PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); | 1581 | PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); |