From 528cc8136e567b5bac583728fbb0235baaba2f02 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 15 Oct 2011 02:54:43 +0100 Subject: fetch physical_prim switch from [Startup] config from inside scene, as is done for most other scene config params --- OpenSim/Region/Framework/Scenes/Scene.cs | 13 ++++--- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 42 +++++----------------- 2 files changed, 17 insertions(+), 38 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') 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 public List SouthBorders = new List(); public List WestBorders = new List(); - /// Are we applying physics to any of the prims in this scene? + /// + /// Controls whether physics can be applied to prims. Even if false, prims still have entries in a + /// PhysicsScene in order to perform collision detection + /// public bool m_physicalPrim; + public float m_maxNonphys = 256; public float m_maxPhys = 10; public bool m_clampPrimSize; @@ -533,7 +537,7 @@ namespace OpenSim.Region.Framework.Scenes public Scene(RegionInfo regInfo, AgentCircuitManager authen, SceneCommunicationService sceneGridService, ISimulationDataService simDataService, IEstateDataService estateDataService, - ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim, + ModuleLoader moduleLoader, bool dumpAssetsToFile, bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion) : this(regInfo) { @@ -550,8 +554,7 @@ namespace OpenSim.Region.Framework.Scenes m_EstateDataService = estateDataService; m_regionHandle = m_regInfo.RegionHandle; m_regionName = m_regInfo.RegionName; - - m_physicalPrim = physicalPrim; + m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); @@ -676,6 +679,8 @@ namespace OpenSim.Region.Framework.Scenes // TODO: Change default to true once the feature is supported m_usePreJump = startupConfig.GetBoolean("enableprejump", false); + m_physicalPrim = startupConfig.GetBoolean("physical_prim", true); + m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); if (RegionInfo.NonphysPrimMax > 0) { 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 #region Fields public bool AllowedDrop; - public bool DIE_AT_EDGE; - public bool RETURN_AT_EDGE; - public bool BlockGrab; - public bool StatusSandbox; - public Vector3 StatusSandboxPos; [XmlIgnore] @@ -165,41 +160,29 @@ namespace OpenSim.Region.Framework.Scenes // for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script) public UUID Sound; - - + public byte SoundFlags; - - + public double SoundGain; - - + public double SoundRadius; - - + public uint TimeStampFull; - - + public uint TimeStampLastActivity; // Will be used for AutoReturn - - - public uint TimeStampTerse; + public uint TimeStampTerse; public UUID FromItemID; - public UUID FromFolderID; - public int STATUS_ROTATE_X; - public int STATUS_ROTATE_Y; - public int STATUS_ROTATE_Z; - - + private Dictionary m_CollisionFilter = new Dictionary(); /// @@ -216,35 +199,26 @@ namespace OpenSim.Region.Framework.Scenes public scriptEvents AggregateScriptEvents; - public Vector3 AttachedPos; - public Vector3 RotationAxis = Vector3.One; - public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this // Certainly this must be a persistant setting finally - public bool IsWaitingForFirstSpinUpdatePacket; - public Quaternion SpinOldOrientation = Quaternion.Identity; - public Quaternion m_APIDTarget = Quaternion.Identity; - public float m_APIDDamp = 0; - public float m_APIDStrength = 0; /// /// This part's inventory - /// - + /// public IEntityInventory Inventory { get { return m_inventory; } -- cgit v1.1