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;