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/Scene.cs | 9 +++++++++
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 5 ++++-
2 files changed, 13 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region')
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
///
public bool m_physicalPrim;
+ ///
+ /// Controls whether prims can be collided with.
+ ///
+ ///
+ /// If this is set to false then prims cannot be subject to physics either.
+ ///
+ public bool CollidablePrims { get; private set; }
+
public float m_maxNonphys = 256;
public float m_maxPhys = 10;
public bool m_clampPrimSize;
@@ -651,6 +659,7 @@ namespace OpenSim.Region.Framework.Scenes
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
+ CollidablePrims = startupConfig.GetBoolean("collidable_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 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
From f7dbdba447cf91b03749c09d24709b03bc9f7831 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 22 Dec 2011 19:52:09 +0000
Subject: Remove unused m_physicalPrim parameter from SOG.ApplyPhysics()
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 1 -
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 5 ++---
2 files changed, 2 insertions(+), 4 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a3e4b46..1e2901b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -333,7 +333,6 @@ namespace OpenSim.Region.Framework.Scenes
if (rot != null)
sceneObject.UpdateGroupRotationR((Quaternion)rot);
- //group.ApplyPhysics(m_physicalPrim);
if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
{
sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index abea788..0585477 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -669,7 +669,7 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
}
- ApplyPhysics(m_scene.m_physicalPrim);
+ ApplyPhysics();
// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
// for the same object with very different properties. The caller must schedule the update.
@@ -1239,8 +1239,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Apply physics to this group
///
- ///
- public void ApplyPhysics(bool m_physicalPrim)
+ public void ApplyPhysics()
{
// Apply physics to the root prim
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
--
cgit v1.1
From 7ccd8f8f1d8accb0c5f67e9e3bc9a43fbbfd93e2 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 22 Dec 2011 19:57:50 +0000
Subject: rename Scene.m_physicalPrim to PhysicalPrims since its public and
access external as a property
---
OpenSim/Region/Framework/Scenes/Scene.cs | 4 ++--
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 2 +-
2 files changed, 3 insertions(+), 3 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 96e6863..b4972d6 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -77,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
/// 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 bool PhysicalPrims { get; private set; }
///
/// Controls whether prims can be collided with.
@@ -658,7 +658,7 @@ namespace OpenSim.Region.Framework.Scenes
//Animation states
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
- m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
+ PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 8fd136d..aea47e6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1742,7 +1742,7 @@ namespace OpenSim.Region.Framework.Scenes
///
public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
{
- if (!ParentGroup.Scene.m_physicalPrim && UsePhysics)
+ if (!ParentGroup.Scene.PhysicalPrims && UsePhysics)
return;
if (IsJoint())
--
cgit v1.1