av_av_collisions_off = false OdePhysics Settings in OpenSimDefaults.ini - No Avatar Avatar Collisions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment.

connector_plugin
teravus 2012-10-09 10:41:16 -04:00
parent 764270a0d8
commit 7e90ea3551
2 changed files with 12 additions and 2 deletions

View File

@ -502,7 +502,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public bool physics_logging_append_existing_logfile = false; public bool physics_logging_append_existing_logfile = false;
private bool avplanted = false; private bool avplanted = false;
private bool av_av_collisions_off = false;
public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f); public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f); public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
@ -647,6 +647,7 @@ namespace OpenSim.Region.Physics.OdePlugin
avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f); avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f); avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
avplanted = physicsconfig.GetBoolean("av_planted", false); avplanted = physicsconfig.GetBoolean("av_planted", false);
av_av_collisions_off = physicsconfig.GetBoolean("av_av_collisions_off", false);
IsAvCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false); IsAvCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
@ -668,6 +669,8 @@ namespace OpenSim.Region.Physics.OdePlugin
MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f); MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false); m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
if (Environment.OSVersion.Platform == PlatformID.Unix) if (Environment.OSVersion.Platform == PlatformID.Unix)
{ {
avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f); avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
@ -1313,6 +1316,10 @@ namespace OpenSim.Region.Physics.OdePlugin
if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect)) if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
skipThisContact = true; // No collision on volume detect prims skipThisContact = true; // No collision on volume detect prims
if (av_av_collisions_off)
if ((p1 is OdeCharacter) && (p2 is OdeCharacter))
skipThisContact = true;
if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
skipThisContact = true; // No collision on volume detect prims skipThisContact = true; // No collision on volume detect prims

View File

@ -850,6 +850,9 @@
; will lock the avatar in place ; will lock the avatar in place
av_planted = false av_planted = false
; No Avatar Avatar Collissions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment
av_av_collisions_off = false
; ## ; ##
; ## Object options ; ## Object options
; ## ; ##