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-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs25
2 files changed, 32 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 58f3b61..785b4c3 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -951,18 +951,25 @@ namespace OpenSim.Region.Framework.Scenes
951 { 951 {
952 m_minNonphys = RegionInfo.NonphysPrimMin; 952 m_minNonphys = RegionInfo.NonphysPrimMin;
953 } 953 }
954 // don't allow nonsense values
955 if(m_minNonphys < 0.001f)
956 m_minNonphys = 0.001f;
954 957
955 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 958 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
956 if (RegionInfo.NonphysPrimMax > 0) 959 if (RegionInfo.NonphysPrimMax > 0)
957 { 960 {
958 m_maxNonphys = RegionInfo.NonphysPrimMax; 961 m_maxNonphys = RegionInfo.NonphysPrimMax;
959 } 962 }
963 if (m_maxNonphys > 2048)
964 m_maxNonphys = 2048;
960 965
961 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); 966 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
962 if (RegionInfo.PhysPrimMin > 0) 967 if (RegionInfo.PhysPrimMin > 0)
963 { 968 {
964 m_minPhys = RegionInfo.PhysPrimMin; 969 m_minPhys = RegionInfo.PhysPrimMin;
965 } 970 }
971 if(m_minPhys < 0.01f)
972 m_minPhys = 0.01f;
966 973
967 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 974 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
968 975
@@ -970,6 +977,8 @@ namespace OpenSim.Region.Framework.Scenes
970 { 977 {
971 m_maxPhys = RegionInfo.PhysPrimMax; 978 m_maxPhys = RegionInfo.PhysPrimMax;
972 } 979 }
980 if (m_maxPhys > 2048)
981 m_maxPhys = 2048;
973 982
974 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 983 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
975 if (RegionInfo.LinksetCapacity > 0) 984 if (RegionInfo.LinksetCapacity > 0)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a7d1809..a23ebbf 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2319,6 +2319,17 @@ namespace OpenSim.Region.Framework.Scenes
2319 2319
2320 if (pa != null) 2320 if (pa != null)
2321 { 2321 {
2322 if (UsePhysics != pa.IsPhysical)
2323 {
2324 float minsize = UsePhysics ? ParentGroup.Scene.m_minPhys : ParentGroup.Scene.m_minNonphys;
2325 float maxsize = UsePhysics ? ParentGroup.Scene.m_maxPhys : ParentGroup.Scene.m_maxNonphys;
2326 Vector3 scale = Scale;
2327 scale.X = Util.Clamp(scale.X, minsize, maxsize);
2328 scale.Y = Util.Clamp(scale.Y, minsize, maxsize);
2329 scale.Z = Util.Clamp(scale.Z, minsize, maxsize);
2330 Scale = scale;
2331 }
2332
2322 if (UsePhysics != pa.IsPhysical || isNew) 2333 if (UsePhysics != pa.IsPhysical || isNew)
2323 { 2334 {
2324 if (pa.IsPhysical) // implies UsePhysics==false for this block 2335 if (pa.IsPhysical) // implies UsePhysics==false for this block
@@ -4776,10 +4787,20 @@ namespace OpenSim.Region.Framework.Scenes
4776 /// <param name="applyDynamics">applies velocities, force and torque</param> 4787 /// <param name="applyDynamics">applies velocities, force and torque</param>
4777 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics) 4788 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4778 { 4789 {
4779 PhysicsActor pa; 4790 if (ParentGroup.Scene != null)
4791 {
4792 float minsize = isPhysical ? ParentGroup.Scene.m_minPhys : ParentGroup.Scene.m_minNonphys;
4793 float maxsize = isPhysical ? ParentGroup.Scene.m_maxPhys : ParentGroup.Scene.m_maxNonphys;
4794 Vector3 scale = Scale;
4795 scale.X = Util.Clamp(scale.X, minsize, maxsize);
4796 scale.Y = Util.Clamp(scale.Y, minsize, maxsize);
4797 scale.Z = Util.Clamp(scale.Z, minsize, maxsize);
4798 Scale = scale;
4799 }
4780 4800
4801 PhysicsActor pa;
4781 Vector3 velocity = Velocity; 4802 Vector3 velocity = Velocity;
4782 Vector3 rotationalVelocity = AngularVelocity;; 4803 Vector3 rotationalVelocity = AngularVelocity; ;
4783 4804
4784 try 4805 try
4785 { 4806 {