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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs13
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs42
2 files changed, 17 insertions, 38 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a6ffe6e..7295a38 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -73,8 +73,12 @@ namespace OpenSim.Region.Framework.Scenes
73 public List<Border> SouthBorders = new List<Border>(); 73 public List<Border> SouthBorders = new List<Border>();
74 public List<Border> WestBorders = new List<Border>(); 74 public List<Border> WestBorders = new List<Border>();
75 75
76 /// <summary>Are we applying physics to any of the prims in this scene?</summary> 76 /// <summary>
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
79 /// </summary>
77 public bool m_physicalPrim; 80 public bool m_physicalPrim;
81
78 public float m_maxNonphys = 256; 82 public float m_maxNonphys = 256;
79 public float m_maxPhys = 10; 83 public float m_maxPhys = 10;
80 public bool m_clampPrimSize; 84 public bool m_clampPrimSize;
@@ -533,7 +537,7 @@ namespace OpenSim.Region.Framework.Scenes
533 public Scene(RegionInfo regInfo, AgentCircuitManager authen, 537 public Scene(RegionInfo regInfo, AgentCircuitManager authen,
534 SceneCommunicationService sceneGridService, 538 SceneCommunicationService sceneGridService,
535 ISimulationDataService simDataService, IEstateDataService estateDataService, 539 ISimulationDataService simDataService, IEstateDataService estateDataService,
536 ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim, 540 ModuleLoader moduleLoader, bool dumpAssetsToFile,
537 bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion) 541 bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
538 : this(regInfo) 542 : this(regInfo)
539 { 543 {
@@ -550,8 +554,7 @@ namespace OpenSim.Region.Framework.Scenes
550 m_EstateDataService = estateDataService; 554 m_EstateDataService = estateDataService;
551 m_regionHandle = m_regInfo.RegionHandle; 555 m_regionHandle = m_regInfo.RegionHandle;
552 m_regionName = m_regInfo.RegionName; 556 m_regionName = m_regInfo.RegionName;
553 557
554 m_physicalPrim = physicalPrim;
555 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; 558 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
556 559
557 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 560 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
@@ -676,6 +679,8 @@ namespace OpenSim.Region.Framework.Scenes
676 // TODO: Change default to true once the feature is supported 679 // TODO: Change default to true once the feature is supported
677 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 680 m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
678 681
682 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
683
679 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 684 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
680 if (RegionInfo.NonphysPrimMax > 0) 685 if (RegionInfo.NonphysPrimMax > 0)
681 { 686 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index b4a178e..42cc1ce 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -129,20 +129,15 @@ namespace OpenSim.Region.Framework.Scenes
129 #region Fields 129 #region Fields
130 130
131 public bool AllowedDrop; 131 public bool AllowedDrop;
132
133 132
134 public bool DIE_AT_EDGE; 133 public bool DIE_AT_EDGE;
135
136 134
137 public bool RETURN_AT_EDGE; 135 public bool RETURN_AT_EDGE;
138
139 136
140 public bool BlockGrab; 137 public bool BlockGrab;
141 138
142
143 public bool StatusSandbox; 139 public bool StatusSandbox;
144 140
145
146 public Vector3 StatusSandboxPos; 141 public Vector3 StatusSandboxPos;
147 142
148 [XmlIgnore] 143 [XmlIgnore]
@@ -165,41 +160,29 @@ namespace OpenSim.Region.Framework.Scenes
165 // for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script) 160 // for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
166 161
167 public UUID Sound; 162 public UUID Sound;
168 163
169
170 public byte SoundFlags; 164 public byte SoundFlags;
171 165
172
173 public double SoundGain; 166 public double SoundGain;
174 167
175
176 public double SoundRadius; 168 public double SoundRadius;
177 169
178
179 public uint TimeStampFull; 170 public uint TimeStampFull;
180 171
181
182 public uint TimeStampLastActivity; // Will be used for AutoReturn 172 public uint TimeStampLastActivity; // Will be used for AutoReturn
183
184
185 public uint TimeStampTerse;
186 173
174 public uint TimeStampTerse;
187 175
188 public UUID FromItemID; 176 public UUID FromItemID;
189 177
190
191 public UUID FromFolderID; 178 public UUID FromFolderID;
192 179
193
194 public int STATUS_ROTATE_X; 180 public int STATUS_ROTATE_X;
195 181
196
197 public int STATUS_ROTATE_Y; 182 public int STATUS_ROTATE_Y;
198 183
199
200 public int STATUS_ROTATE_Z; 184 public int STATUS_ROTATE_Z;
201 185
202
203 private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>(); 186 private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
204 187
205 /// <value> 188 /// <value>
@@ -216,35 +199,26 @@ namespace OpenSim.Region.Framework.Scenes
216 199
217 public scriptEvents AggregateScriptEvents; 200 public scriptEvents AggregateScriptEvents;
218 201
219
220 public Vector3 AttachedPos; 202 public Vector3 AttachedPos;
221 203
222
223 public Vector3 RotationAxis = Vector3.One; 204 public Vector3 RotationAxis = Vector3.One;
224 205
225
226 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 206 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
227 // Certainly this must be a persistant setting finally 207 // Certainly this must be a persistant setting finally
228 208
229
230 public bool IsWaitingForFirstSpinUpdatePacket; 209 public bool IsWaitingForFirstSpinUpdatePacket;
231 210
232
233 public Quaternion SpinOldOrientation = Quaternion.Identity; 211 public Quaternion SpinOldOrientation = Quaternion.Identity;
234 212
235
236 public Quaternion m_APIDTarget = Quaternion.Identity; 213 public Quaternion m_APIDTarget = Quaternion.Identity;
237 214
238
239 public float m_APIDDamp = 0; 215 public float m_APIDDamp = 0;
240
241 216
242 public float m_APIDStrength = 0; 217 public float m_APIDStrength = 0;
243 218
244 /// <summary> 219 /// <summary>
245 /// This part's inventory 220 /// This part's inventory
246 /// </summary> 221 /// </summary>
247
248 public IEntityInventory Inventory 222 public IEntityInventory Inventory
249 { 223 {
250 get { return m_inventory; } 224 get { return m_inventory; }