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author | Melanie | 2011-12-22 19:52:59 +0000 |
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committer | Melanie | 2011-12-22 19:52:59 +0000 |
commit | eef6f920295f0d22b37513e6c8eb5eb42b7a0c75 (patch) | |
tree | 72a603500425f1fb628e4efa808f3c1ee03e763f | |
parent | Merge branch 'master' into careminster (diff) | |
parent | rename Scene.m_physicalPrim to PhysicalPrims since its public and access exte... (diff) | |
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Merge branch 'master' into careminster
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 13 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneGraph.cs | 1 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 5 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 7 | ||||
-rw-r--r-- | bin/OpenSimDefaults.ini | 5 |
5 files changed, 23 insertions, 8 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index c2ba893..b828f39 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -77,7 +77,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
77 | /// Controls whether physics can be applied to prims. Even if false, prims still have entries in a | 77 | /// Controls whether physics can be applied to prims. Even if false, prims still have entries in a |
78 | /// PhysicsScene in order to perform collision detection | 78 | /// PhysicsScene in order to perform collision detection |
79 | /// </summary> | 79 | /// </summary> |
80 | public bool m_physicalPrim; | 80 | public bool PhysicalPrims { get; private set; } |
81 | |||
82 | /// <summary> | ||
83 | /// Controls whether prims can be collided with. | ||
84 | /// </summary> | ||
85 | /// <remarks> | ||
86 | /// If this is set to false then prims cannot be subject to physics either. | ||
87 | /// </summary> | ||
88 | public bool CollidablePrims { get; private set; } | ||
81 | 89 | ||
82 | public float m_maxNonphys = 256; | 90 | public float m_maxNonphys = 256; |
83 | public float m_maxPhys = 10; | 91 | public float m_maxPhys = 10; |
@@ -673,7 +681,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
673 | //Animation states | 681 | //Animation states |
674 | m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); | 682 | m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); |
675 | 683 | ||
676 | m_physicalPrim = startupConfig.GetBoolean("physical_prim", true); | 684 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); |
685 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); | ||
677 | 686 | ||
678 | m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); | 687 | m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); |
679 | 688 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index cd825eb..6c57d57 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -374,7 +374,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
374 | if (rot != null) | 374 | if (rot != null) |
375 | sceneObject.UpdateGroupRotationR((Quaternion)rot); | 375 | sceneObject.UpdateGroupRotationR((Quaternion)rot); |
376 | 376 | ||
377 | //group.ApplyPhysics(m_physicalPrim); | ||
378 | if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) | 377 | if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) |
379 | { | 378 | { |
380 | sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); | 379 | sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 948dca2..7723eba 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -769,7 +769,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
769 | //m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID); | 769 | //m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID); |
770 | } | 770 | } |
771 | 771 | ||
772 | ApplyPhysics(m_scene.m_physicalPrim); | 772 | ApplyPhysics(); |
773 | 773 | ||
774 | if (RootPart.PhysActor != null) | 774 | if (RootPart.PhysActor != null) |
775 | RootPart.Buoyancy = RootPart.Buoyancy; | 775 | RootPart.Buoyancy = RootPart.Buoyancy; |
@@ -1564,8 +1564,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1564 | /// <summary> | 1564 | /// <summary> |
1565 | /// Apply physics to this group | 1565 | /// Apply physics to this group |
1566 | /// </summary> | 1566 | /// </summary> |
1567 | /// <param name="m_physicalPrim"></param> | 1567 | public void ApplyPhysics() |
1568 | public void ApplyPhysics(bool m_physicalPrim) | ||
1569 | { | 1568 | { |
1570 | // Apply physics to the root prim | 1569 | // Apply physics to the root prim |
1571 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); | 1570 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index fd70bfd..fa8b1c0 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1521,6 +1521,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1521 | /// <param name="VolumeDetectActive"></param> | 1521 | /// <param name="VolumeDetectActive"></param> |
1522 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) | 1522 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) |
1523 | { | 1523 | { |
1524 | if (!ParentGroup.Scene.CollidablePrims) | ||
1525 | return; | ||
1526 | |||
1524 | // m_log.DebugFormat( | 1527 | // m_log.DebugFormat( |
1525 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", | 1528 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", |
1526 | // Name, LocalId, UUID, m_physicalPrim); | 1529 | // Name, LocalId, UUID, m_physicalPrim); |
@@ -1790,7 +1793,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1790 | /// <param name="isNew"></param> | 1793 | /// <param name="isNew"></param> |
1791 | public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew) | 1794 | public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew) |
1792 | { | 1795 | { |
1793 | if (!ParentGroup.Scene.m_physicalPrim && UsePhysics) | 1796 | if (!ParentGroup.Scene.PhysicalPrims && UsePhysics) |
1794 | return; | 1797 | return; |
1795 | 1798 | ||
1796 | if (IsJoint()) | 1799 | if (IsJoint()) |
@@ -4375,7 +4378,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4375 | if (ParentGroup.Scene == null) | 4378 | if (ParentGroup.Scene == null) |
4376 | return; | 4379 | return; |
4377 | 4380 | ||
4378 | if (PhysActor == null) | 4381 | if (ParentGroup.Scene.CollidablePrims && PhysActor == null) |
4379 | { | 4382 | { |
4380 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it | 4383 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it |
4381 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4384 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 6a83a98..d2345ba 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini | |||
@@ -181,6 +181,11 @@ | |||
181 | ; ## PHYSICS | 181 | ; ## PHYSICS |
182 | ; ## | 182 | ; ## |
183 | 183 | ||
184 | ; If true then prims can be collided with by avatars, other prims, etc. | ||
185 | ; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked. | ||
186 | ; Also, no prims are subject to physics. | ||
187 | collidable_prim = true | ||
188 | |||
184 | ; If true then prims can be made subject to physics (gravity, pushing, etc.). | 189 | ; If true then prims can be made subject to physics (gravity, pushing, etc.). |
185 | ; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction | 190 | ; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction |
186 | physical_prim = true | 191 | physical_prim = true |