diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index e5339109ea..0130f91f85 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -156,6 +156,15 @@ namespace OpenSim.Region.Physics.Manager public abstract bool Selected { set; } + /// + /// Name of this actor. + /// + /// + /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or + /// water. This is not a problem due to the formatting of names given by prims and avatars. + /// + public string Name { get; protected set; } + /// /// This is being used by ODE joint code. /// diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index b70afc4da5..cb2d26f0ac 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -117,9 +117,6 @@ namespace OpenSim.Region.Physics.OdePlugin private float m_buoyancy = 0f; // private CollisionLocker ode; - - private string m_name = String.Empty; - private bool[] m_colliderarr = new bool[11]; private bool[] m_colliderGroundarr = new bool[11]; @@ -206,7 +203,7 @@ namespace OpenSim.Region.Physics.OdePlugin _parent_scene.AddPhysicsActorTaint(this); - m_name = avName; + Name = avName; } public override int PhysicsActorType @@ -1064,7 +1061,7 @@ namespace OpenSim.Region.Physics.OdePlugin _parent_scene.BadCharacter(this); newPos = new d.Vector3(_position.X, _position.Y, _position.Z); base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem! - m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid); + m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", Name, m_uuid); } // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) @@ -1267,8 +1264,8 @@ namespace OpenSim.Region.Physics.OdePlugin } AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor); - _parent_scene.geom_name_map[Shell] = m_name; - _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; + _parent_scene.geom_name_map[Shell] = Name; + _parent_scene.actor_name_map[Shell] = this; _parent_scene.AddCharacter(this); } else @@ -1303,7 +1300,7 @@ namespace OpenSim.Region.Physics.OdePlugin // appear to stall initial region crossings when done here. Being done for consistency. // Velocity = Vector3.Zero; - _parent_scene.geom_name_map[Shell] = m_name; + _parent_scene.geom_name_map[Shell] = Name; _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; } else diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index ea6af3a1be..e282996882 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -186,7 +186,6 @@ namespace OpenSim.Region.Physics.OdePlugin private bool m_lastUpdateSent; public IntPtr Body = IntPtr.Zero; - public String Name { get; private set; } private Vector3 _target_velocity; private d.Mass pMass;