diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 9 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 5 | ||||
-rw-r--r-- | bin/OpenSimDefaults.ini | 5 |
3 files changed, 18 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 6666328..96e6863 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -79,6 +79,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
79 | /// </summary> | 79 | /// </summary> |
80 | public bool m_physicalPrim; | 80 | public bool m_physicalPrim; |
81 | 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; } | ||
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; |
84 | public bool m_clampPrimSize; | 92 | public bool m_clampPrimSize; |
@@ -651,6 +659,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
651 | m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); | 659 | m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); |
652 | 660 | ||
653 | m_physicalPrim = startupConfig.GetBoolean("physical_prim", true); | 661 | m_physicalPrim = startupConfig.GetBoolean("physical_prim", true); |
662 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); | ||
654 | 663 | ||
655 | m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); | 664 | m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); |
656 | if (RegionInfo.NonphysPrimMax > 0) | 665 | if (RegionInfo.NonphysPrimMax > 0) |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b29ecc6..8fd136d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1473,6 +1473,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1473 | /// <param name="VolumeDetectActive"></param> | 1473 | /// <param name="VolumeDetectActive"></param> |
1474 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) | 1474 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) |
1475 | { | 1475 | { |
1476 | if (!ParentGroup.Scene.CollidablePrims) | ||
1477 | return; | ||
1478 | |||
1476 | // m_log.DebugFormat( | 1479 | // m_log.DebugFormat( |
1477 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", | 1480 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", |
1478 | // Name, LocalId, UUID, m_physicalPrim); | 1481 | // Name, LocalId, UUID, m_physicalPrim); |
@@ -4318,7 +4321,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4318 | if (ParentGroup.Scene == null) | 4321 | if (ParentGroup.Scene == null) |
4319 | return; | 4322 | return; |
4320 | 4323 | ||
4321 | if (PhysActor == null) | 4324 | if (ParentGroup.Scene.CollidablePrims && PhysActor == null) |
4322 | { | 4325 | { |
4323 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it | 4326 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it |
4324 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4327 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 972efe4..3e7f8a6 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 |