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 1/3] 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 From f7dbdba447cf91b03749c09d24709b03bc9f7831 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Thu, 22 Dec 2011 19:52:09 +0000 Subject: [PATCH 2/3] 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(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index a3e4b4638c..1e2901b835 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 abea7883da..0585477dcc 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); From 7ccd8f8f1d8accb0c5f67e9e3bc9a43fbbfd93e2 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Thu, 22 Dec 2011 19:57:50 +0000 Subject: [PATCH 3/3] 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(-) diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 96e6863727..b4972d60ba 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 8fd136d373..aea47e6407 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())