From 48113f0fc811f21f4a113176caa9dbd78c0d3446 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Thu, 22 Dec 2011 19:44:52 +0000 Subject: [PATCH] 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 ++++- bin/OpenSimDefaults.ini | 5 +++++ 3 files changed, 18 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 6666328271..96e6863727 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 b29ecc6465..8fd136d373 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( diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 972efe4ae2..3e7f8a626f 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -181,6 +181,11 @@ ; ## PHYSICS ; ## + ; If true then prims can be collided with by avatars, other prims, etc. + ; If false then all prims are phantom, no matter whether their phantom flag is checked or unchecked. + ; Also, no prims are subject to physics. + collidable_prim = true + ; If true then prims can be made subject to physics (gravity, pushing, etc.). ; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction physical_prim = true