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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs25
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;
42using OpenSim.Region.Physics.Manager; 42using OpenSim.Region.Physics.Manager;
43 43
44namespace OpenSim.Region.Framework.Scenes 44namespace 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}