fetch physical_prim switch from [Startup] config from inside scene, as is done for most other scene config params

remove-scene-viewer
Justin Clark-Casey (justincc) 2011-10-15 02:54:43 +01:00
parent 5ddefc2564
commit 528cc8136e
7 changed files with 28 additions and 53 deletions

View File

@ -35,10 +35,7 @@ namespace OpenSim.Framework
public string StorageDll { get; set; }
public string ClientstackDll { get; set; }
/// <summary>
/// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
/// PhysicsScene in order to perform collision detection
/// </summary>
public bool PhysicalPrim { get; set; }
public string LibrariesXMLFile { get; set; }

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@ -362,7 +362,6 @@ namespace OpenSim
{
m_configSettings.PhysicsEngine = startupConfig.GetString("physics");
m_configSettings.MeshEngineName = startupConfig.GetString("meshing");
m_configSettings.PhysicalPrim = startupConfig.GetBoolean("physical_prim", true);
m_configSettings.See_into_region_from_neighbor = startupConfig.GetBoolean("see_into_this_sim_from_neighbor", true);

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@ -659,7 +659,7 @@ namespace OpenSim
return new Scene(
regionInfo, circuitManager, sceneGridService,
simDataService, estateDataService, m_moduleLoader, false, m_configSettings.PhysicalPrim,
simDataService, estateDataService, m_moduleLoader, false,
m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
}

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@ -73,8 +73,12 @@ namespace OpenSim.Region.Framework.Scenes
public List<Border> SouthBorders = new List<Border>();
public List<Border> WestBorders = new List<Border>();
/// <summary>Are we applying physics to any of the prims in this scene?</summary>
/// <summary>
/// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
/// PhysicsScene in order to perform collision detection
/// </summary>
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)
{
@ -551,7 +555,6 @@ namespace OpenSim.Region.Framework.Scenes
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)
{

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@ -130,19 +130,14 @@ namespace OpenSim.Region.Framework.Scenes
public bool AllowedDrop;
public bool DIE_AT_EDGE;
public bool RETURN_AT_EDGE;
public bool BlockGrab;
public bool StatusSandbox;
public Vector3 StatusSandboxPos;
[XmlIgnore]
@ -166,40 +161,28 @@ namespace OpenSim.Region.Framework.Scenes
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 UUID FromItemID;
public UUID FromFolderID;
public int STATUS_ROTATE_X;
public int STATUS_ROTATE_Y;
public int STATUS_ROTATE_Z;
private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
/// <value>
@ -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;
/// <summary>
/// This part's inventory
/// </summary>
public IEntityInventory Inventory
{
get { return m_inventory; }

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@ -108,7 +108,7 @@ namespace OpenSim.Tests.Common
IConfigSource configSource = new IniConfigSource();
TestScene testScene = new TestScene(
regInfo, acm, scs, simDataService, estateDataService, null, false, false, false, configSource, null);
regInfo, acm, scs, simDataService, estateDataService, null, false, false, configSource, null);
IRegionModule godsModule = new GodsModule();
godsModule.Initialise(testScene, new IniConfigSource());

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@ -41,10 +41,10 @@ namespace OpenSim.Tests.Common.Mock
public TestScene(
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)
: base(regInfo, authen, sceneGridService, simDataService, estateDataService, moduleLoader,
dumpAssetsToFile, physicalPrim, SeeIntoRegionFromNeighbor, config, simulatorVersion)
dumpAssetsToFile, SeeIntoRegionFromNeighbor, config, simulatorVersion)
{
}