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authorTeravus Ovares2007-11-11 00:08:18 +0000
committerTeravus Ovares2007-11-11 00:08:18 +0000
commitec77e1eb17f032458dbe93c0a1eab5aee604112f (patch)
tree002992e71a443d80b44ebcbf497dfe17ce7a1625 /OpenSim/Region/Environment/Scenes
parentremoved OdePlugin/Meshing directory (diff)
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* adds flag in OpenSim.ini for disabling physical prim. Look at OpenSim.ini.example in the bin folder for an example.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.Inventory.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs9
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs13
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs4
4 files changed, 16 insertions, 12 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
index f5e6f63..f840845 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
@@ -446,7 +446,7 @@ namespace OpenSim.Region.Environment.Scenes
446 AddEntity(group); 446 AddEntity(group);
447 group.AbsolutePosition = pos; 447 group.AbsolutePosition = pos;
448 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 448 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
449 bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0); 449 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0)&& m_physicalPrim);
450 if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) 450 if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
451 { 451 {
452 PrimitiveBaseShape pbs = rootPart.Shape; 452 PrimitiveBaseShape pbs = rootPart.Shape;
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 7e1bbfa..b4c8b68 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -68,7 +68,7 @@ namespace OpenSim.Region.Environment.Scenes
68 private int m_timeUpdateCount; 68 private int m_timeUpdateCount;
69 69
70 private readonly Mutex updateLock; 70 private readonly Mutex updateLock;
71 71 public bool m_physicalPrim;
72 protected ModuleLoader m_moduleLoader; 72 protected ModuleLoader m_moduleLoader;
73 protected StorageManager m_storageManager; 73 protected StorageManager m_storageManager;
74 protected AgentCircuitManager m_authenticateHandler; 74 protected AgentCircuitManager m_authenticateHandler;
@@ -192,7 +192,7 @@ namespace OpenSim.Region.Environment.Scenes
192 192
193 public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan, SceneCommunicationService sceneGridService, 193 public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
194 AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer, 194 AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer,
195 ModuleLoader moduleLoader, bool dumpAssetsToFile) 195 ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim)
196 { 196 {
197 updateLock = new Mutex(false); 197 updateLock = new Mutex(false);
198 198
@@ -207,6 +207,7 @@ namespace OpenSim.Region.Environment.Scenes
207 m_regionName = m_regInfo.RegionName; 207 m_regionName = m_regInfo.RegionName;
208 m_datastore = m_regInfo.DataStore; 208 m_datastore = m_regInfo.DataStore;
209 RegisterRegionWithComms(); 209 RegisterRegionWithComms();
210 m_physicalPrim = physicalPrim;
210 211
211 m_LandManager = new LandManager(this, m_regInfo); 212 m_LandManager = new LandManager(this, m_regInfo);
212 m_estateManager = new EstateManager(this, m_regInfo); 213 m_estateManager = new EstateManager(this, m_regInfo);
@@ -522,7 +523,7 @@ namespace OpenSim.Region.Environment.Scenes
522 { 523 {
523 AddEntityFromStorage(prim); 524 AddEntityFromStorage(prim);
524 SceneObjectPart rootPart = prim.GetChildPart(prim.UUID); 525 SceneObjectPart rootPart = prim.GetChildPart(prim.UUID);
525 bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0); 526 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim);
526 if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) 527 if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
527 rootPart.PhysActor = phyScene.AddPrimShape( 528 rootPart.PhysActor = phyScene.AddPrimShape(
528 rootPart.Name, 529 rootPart.Name,
@@ -572,7 +573,7 @@ namespace OpenSim.Region.Environment.Scenes
572 rootPart.ObjectFlags += (uint) LLObject.ObjectFlags.Phantom; 573 rootPart.ObjectFlags += (uint) LLObject.ObjectFlags.Phantom;
573 } 574 }
574 // if not phantom, add to physics 575 // if not phantom, add to physics
575 bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0); 576 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim);
576 if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) 577 if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
577 rootPart.PhysActor = 578 rootPart.PhysActor =
578 phyScene.AddPrimShape( 579 phyScene.AddPrimShape(
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 7575fad..1604dad 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -770,7 +770,7 @@ namespace OpenSim.Region.Environment.Scenes
770 { 770 {
771 i += 46; 771 i += 46;
772 //IsLocked = (data[i++] != 0) ? true : false; 772 //IsLocked = (data[i++] != 0) ? true : false;
773 UsePhysics = (data[i++] != 0) ? true : false; 773 UsePhysics = ((data[i++] != 0) && m_parentGroup.m_scene.m_physicalPrim) ? true : false;
774 //System.Console.WriteLine("U" + packet.ToBytes().Length.ToString()); 774 //System.Console.WriteLine("U" + packet.ToBytes().Length.ToString());
775 IsTemporary = (data[i++] != 0) ? true : false; 775 IsTemporary = (data[i++] != 0) ? true : false;
776 IsPhantom = (data[i++] != 0) ? true : false; 776 IsPhantom = (data[i++] != 0) ? true : false;
@@ -782,7 +782,7 @@ namespace OpenSim.Region.Environment.Scenes
782 //Silently ignore it - TODO: FIXME Quick 782 //Silently ignore it - TODO: FIXME Quick
783 } 783 }
784 784
785 if (UsePhysics) 785 if (UsePhysics )
786 { 786 {
787 AddFlag(LLObject.ObjectFlags.Physics); 787 AddFlag(LLObject.ObjectFlags.Physics);
788 if (PhysActor != null) 788 if (PhysActor != null)
@@ -791,9 +791,12 @@ namespace OpenSim.Region.Environment.Scenes
791 } 791 }
792 else 792 else
793 { 793 {
794 RemFlag(LLObject.ObjectFlags.Physics); 794 if (m_parentGroup.m_scene.m_physicalPrim)
795 if (PhysActor != null) 795 {
796 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 796 RemFlag(LLObject.ObjectFlags.Physics);
797 if (PhysActor != null)
798 PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
799 }
797 } 800 }
798 801
799 if (IsPhantom) 802 if (IsPhantom)
diff --git a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
index e0ddec5..c2bb019 100644
--- a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
@@ -44,7 +44,7 @@ namespace OpenSim.Region.Environment.Scenes
44 m_innerScene.AddEntity(obj); 44 m_innerScene.AddEntity(obj);
45 45
46 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); 46 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
47 bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0); 47 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim);
48 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) 48 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
49 rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( 49 rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape(
50 rootPart.Name, 50 rootPart.Name,
@@ -110,7 +110,7 @@ namespace OpenSim.Region.Environment.Scenes
110 m_innerScene.AddEntityFromStorage(obj); 110 m_innerScene.AddEntityFromStorage(obj);
111 111
112 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); 112 SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
113 bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0); 113 bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim);
114 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) 114 if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
115 rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( 115 rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape(
116 rootPart.Name, 116 rootPart.Name,