From 48113f0fc811f21f4a113176caa9dbd78c0d3446 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 22 Dec 2011 19:44:52 +0000 Subject: 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. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs') 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 /// public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) { + if (!ParentGroup.Scene.CollidablePrims) + return; + // m_log.DebugFormat( // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", // Name, LocalId, UUID, m_physicalPrim); @@ -4318,7 +4321,7 @@ namespace OpenSim.Region.Framework.Scenes if (ParentGroup.Scene == null) return; - if (PhysActor == null) + if (ParentGroup.Scene.CollidablePrims && PhysActor == null) { // It's not phantom anymore. So make sure the physics engine get's knowledge of it PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( -- cgit v1.1