From ec77e1eb17f032458dbe93c0a1eab5aee604112f Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Sun, 11 Nov 2007 00:08:18 +0000 Subject: * adds flag in OpenSim.ini for disabling physical prim. Look at OpenSim.ini.example in the bin folder for an example. --- OpenSim/Region/Environment/Scenes/Scene.cs | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs') 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 private int m_timeUpdateCount; private readonly Mutex updateLock; - + public bool m_physicalPrim; protected ModuleLoader m_moduleLoader; protected StorageManager m_storageManager; protected AgentCircuitManager m_authenticateHandler; @@ -192,7 +192,7 @@ namespace OpenSim.Region.Environment.Scenes public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan, SceneCommunicationService sceneGridService, AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer, - ModuleLoader moduleLoader, bool dumpAssetsToFile) + ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim) { updateLock = new Mutex(false); @@ -207,6 +207,7 @@ namespace OpenSim.Region.Environment.Scenes m_regionName = m_regInfo.RegionName; m_datastore = m_regInfo.DataStore; RegisterRegionWithComms(); + m_physicalPrim = physicalPrim; m_LandManager = new LandManager(this, m_regInfo); m_estateManager = new EstateManager(this, m_regInfo); @@ -522,7 +523,7 @@ namespace OpenSim.Region.Environment.Scenes { AddEntityFromStorage(prim); SceneObjectPart rootPart = prim.GetChildPart(prim.UUID); - bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0); + bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) rootPart.PhysActor = phyScene.AddPrimShape( rootPart.Name, @@ -572,7 +573,7 @@ namespace OpenSim.Region.Environment.Scenes rootPart.ObjectFlags += (uint) LLObject.ObjectFlags.Phantom; } // if not phantom, add to physics - bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0); + bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) rootPart.PhysActor = phyScene.AddPrimShape( -- cgit v1.1