Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaining their own properties

iar_mods
Justin Clark-Casey (justincc) 2011-11-21 18:06:04 +00:00
parent 4fdcfd79e4
commit cead87005b
3 changed files with 14 additions and 9 deletions

View File

@ -160,6 +160,15 @@ namespace OpenSim.Region.Physics.Manager
public abstract bool Selected { set; } public abstract bool Selected { set; }
/// <summary>
/// Name of this actor.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
public string Name { get; protected set; }
/// <summary> /// <summary>
/// This is being used by ODE joint code. /// This is being used by ODE joint code.
/// </summary> /// </summary>

View File

@ -123,9 +123,6 @@ namespace OpenSim.Region.Physics.OdePlugin
private float m_buoyancy = 0f; private float m_buoyancy = 0f;
// private CollisionLocker ode; // private CollisionLocker ode;
private string m_name = String.Empty;
private bool[] m_colliderarr = new bool[11]; private bool[] m_colliderarr = new bool[11];
private bool[] m_colliderGroundarr = new bool[11]; private bool[] m_colliderGroundarr = new bool[11];
@ -212,7 +209,7 @@ namespace OpenSim.Region.Physics.OdePlugin
_parent_scene.AddPhysicsActorTaint(this); _parent_scene.AddPhysicsActorTaint(this);
m_name = avName; Name = avName;
} }
public override int PhysicsActorType public override int PhysicsActorType
@ -1068,7 +1065,7 @@ namespace OpenSim.Region.Physics.OdePlugin
_parent_scene.BadCharacter(this); _parent_scene.BadCharacter(this);
newPos = new d.Vector3(_position.X, _position.Y, _position.Z); newPos = new d.Vector3(_position.X, _position.Y, _position.Z);
base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem! 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!) // 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
} }
AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor); AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
_parent_scene.geom_name_map[Shell] = m_name; _parent_scene.geom_name_map[Shell] = Name;
_parent_scene.actor_name_map[Shell] = (PhysicsActor)this; _parent_scene.actor_name_map[Shell] = this;
_parent_scene.AddCharacter(this); _parent_scene.AddCharacter(this);
} }
else else
@ -1320,7 +1317,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// appear to stall initial region crossings when done here. Being done for consistency. // appear to stall initial region crossings when done here. Being done for consistency.
// Velocity = Vector3.Zero; // 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; _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
} }
else else

View File

@ -184,7 +184,6 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_lastUpdateSent; private bool m_lastUpdateSent;
public IntPtr Body = IntPtr.Zero; public IntPtr Body = IntPtr.Zero;
public String Name { get; private set; }
private Vector3 _target_velocity; private Vector3 _target_velocity;
private d.Mass pMass; private d.Mass pMass;