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authorJustin Clark-Casey (justincc)2011-11-21 18:06:04 +0000
committerJustin Clark-Casey (justincc)2011-11-21 18:06:04 +0000
commitcead87005bbcb7a4f19440a3bb7876252a7b77ac (patch)
tree44e5e705b72de4a57d15999b71ffcd4bc96eb411 /OpenSim/Region/Physics
parentActually remove PhysicsActor.SOPDescription this time (diff)
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Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaining their own properties
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs9
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs13
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs1
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