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authorJustin Clark-Casey (justincc)2011-12-22 19:44:52 +0000
committerJustin Clark-Casey (justincc)2011-12-22 19:44:52 +0000
commit48113f0fc811f21f4a113176caa9dbd78c0d3446 (patch)
tree60fd7fab3e6d3320988cf0613241bb472911e48d /OpenSim
parentRegion crossings redone: (1) removed WaitForCallback. Now that we are passing... (diff)
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Make it possible to force all prims to be phantom via the collidable_prim boolean setting in the OpenSim.ini config [Startup] section.
Naturally, default is true. When set to false, "phantom" flags on prims can be set as usual but all prims remain phantom. This setting is for test purposes. This switch does not affect the collision of avatars with the terrain.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs5
2 files changed, 13 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(