Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaining their own properties
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4fdcfd79e4
commit
cead87005b
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@ -160,6 +160,15 @@ namespace OpenSim.Region.Physics.Manager
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public abstract bool Selected { set; }
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public abstract bool Selected { set; }
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/// <summary>
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/// Name of this actor.
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/// </summary>
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/// <remarks>
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/// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or
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/// water. This is not a problem due to the formatting of names given by prims and avatars.
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/// </remarks>
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public string Name { get; protected set; }
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/// <summary>
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/// <summary>
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/// This is being used by ODE joint code.
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/// This is being used by ODE joint code.
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/// </summary>
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/// </summary>
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@ -123,9 +123,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float m_buoyancy = 0f;
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private float m_buoyancy = 0f;
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// private CollisionLocker ode;
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// private CollisionLocker ode;
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private string m_name = String.Empty;
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private bool[] m_colliderarr = new bool[11];
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private bool[] m_colliderarr = new bool[11];
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private bool[] m_colliderGroundarr = new bool[11];
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private bool[] m_colliderGroundarr = new bool[11];
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@ -212,7 +209,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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_parent_scene.AddPhysicsActorTaint(this);
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_parent_scene.AddPhysicsActorTaint(this);
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m_name = avName;
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Name = avName;
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}
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}
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public override int PhysicsActorType
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public override int PhysicsActorType
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@ -1068,7 +1065,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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_parent_scene.BadCharacter(this);
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_parent_scene.BadCharacter(this);
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newPos = new d.Vector3(_position.X, _position.Y, _position.Z);
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newPos = new d.Vector3(_position.X, _position.Y, _position.Z);
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base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
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base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
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m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
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m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", Name, m_uuid);
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}
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}
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// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
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// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
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@ -1284,8 +1281,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
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AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
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_parent_scene.geom_name_map[Shell] = m_name;
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_parent_scene.geom_name_map[Shell] = Name;
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_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
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_parent_scene.actor_name_map[Shell] = this;
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_parent_scene.AddCharacter(this);
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_parent_scene.AddCharacter(this);
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}
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}
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else
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else
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@ -1320,7 +1317,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// appear to stall initial region crossings when done here. Being done for consistency.
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// appear to stall initial region crossings when done here. Being done for consistency.
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// Velocity = Vector3.Zero;
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// Velocity = Vector3.Zero;
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_parent_scene.geom_name_map[Shell] = m_name;
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_parent_scene.geom_name_map[Shell] = Name;
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_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
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_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
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}
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}
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else
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else
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@ -184,7 +184,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool m_lastUpdateSent;
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private bool m_lastUpdateSent;
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public IntPtr Body = IntPtr.Zero;
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public IntPtr Body = IntPtr.Zero;
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public String Name { get; private set; }
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private Vector3 _target_velocity;
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private Vector3 _target_velocity;
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private d.Mass pMass;
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private d.Mass pMass;
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