enables configurable minimum sizes for physical & non-physical prims
parent
e286a95d76
commit
ef4122213c
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@ -120,7 +120,9 @@ namespace OpenSim.Framework
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public UUID lastMapUUID = UUID.Zero;
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public string lastMapRefresh = "0";
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private float m_nonphysPrimMin = 0;
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private int m_nonphysPrimMax = 0;
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private float m_physPrimMin = 0;
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private int m_physPrimMax = 0;
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private bool m_clampPrimSize = false;
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private int m_objectCapacity = 0;
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@ -285,11 +287,21 @@ namespace OpenSim.Framework
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set { m_windlight = value; }
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}
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public float NonphysPrimMin
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{
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get { return m_nonphysPrimMin; }
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}
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public int NonphysPrimMax
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{
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get { return m_nonphysPrimMax; }
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}
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public float PhysPrimMin
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{
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get { return m_physPrimMin; }
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}
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public int PhysPrimMax
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{
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get { return m_physPrimMax; }
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@ -623,16 +635,28 @@ namespace OpenSim.Framework
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m_regionType = config.GetString("RegionType", String.Empty);
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allKeys.Remove("RegionType");
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// Prim stuff
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//
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#region Prim stuff
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m_nonphysPrimMin = config.GetFloat("NonphysicalPrimMin", 0);
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allKeys.Remove("NonphysicalPrimMin");
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m_nonphysPrimMax = config.GetInt("NonphysicalPrimMax", 0);
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allKeys.Remove("NonphysicalPrimMax");
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m_physPrimMin = config.GetFloat("PhysicalPrimMin", 0);
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allKeys.Remove("PhysicalPrimMin");
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m_physPrimMax = config.GetInt("PhysicalPrimMax", 0);
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allKeys.Remove("PhysicalPrimMax");
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m_clampPrimSize = config.GetBoolean("ClampPrimSize", false);
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allKeys.Remove("ClampPrimSize");
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m_objectCapacity = config.GetInt("MaxPrims", 15000);
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allKeys.Remove("MaxPrims");
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#endregion
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m_agentCapacity = config.GetInt("MaxAgents", 100);
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allKeys.Remove("MaxAgents");
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@ -668,10 +692,18 @@ namespace OpenSim.Framework
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config.Set("ExternalHostName", m_externalHostName);
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if (m_nonphysPrimMin != 0)
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config.Set("NonphysicalPrimMax", m_nonphysPrimMin);
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if (m_nonphysPrimMax != 0)
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config.Set("NonphysicalPrimMax", m_nonphysPrimMax);
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if (m_physPrimMin != 0)
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config.Set("PhysicalPrimMax", m_physPrimMin);
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if (m_physPrimMax != 0)
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config.Set("PhysicalPrimMax", m_physPrimMax);
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config.Set("ClampPrimSize", m_clampPrimSize.ToString());
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if (m_objectCapacity != 0)
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@ -754,9 +786,15 @@ namespace OpenSim.Framework
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configMember.addConfigurationOption("lastmap_refresh", ConfigurationOption.ConfigurationTypes.TYPE_STRING_NOT_EMPTY,
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"Last Map Refresh", Util.UnixTimeSinceEpoch().ToString(), true);
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configMember.addConfigurationOption("nonphysical_prim_min", ConfigurationOption.ConfigurationTypes.TYPE_FLOAT,
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"Minimum size for nonphysical prims", m_nonphysPrimMin.ToString(), true);
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configMember.addConfigurationOption("nonphysical_prim_max", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
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"Maximum size for nonphysical prims", m_nonphysPrimMax.ToString(), true);
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configMember.addConfigurationOption("physical_prim_min", ConfigurationOption.ConfigurationTypes.TYPE_FLOAT,
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"Minimum size for nonphysical prims", m_physPrimMin.ToString(), true);
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configMember.addConfigurationOption("physical_prim_max", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
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"Maximum size for physical prims", m_physPrimMax.ToString(), true);
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@ -103,8 +103,26 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public bool CollidablePrims { get; private set; }
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/// <summary>
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/// Minimum value of the size of a non-physical prim in each axis
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/// </summary>
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public float m_minNonphys = 0.01f;
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/// <summary>
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/// Maximum value of the size of a non-physical prim in each axis
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/// </summary>
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public float m_maxNonphys = 256;
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/// <summary>
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/// Minimum value of the size of a physical prim in each axis
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/// </summary>
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public float m_minPhys = 0.01f;
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/// <summary>
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/// Maximum value of the size of a physical prim in each axis
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/// </summary>
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public float m_maxPhys = 10;
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public bool m_clampPrimSize;
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public bool m_trustBinaries;
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public bool m_allowScriptCrossings;
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@ -721,14 +739,25 @@ namespace OpenSim.Region.Framework.Scenes
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PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
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CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
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m_minNonphys = startupConfig.GetFloat("NonphysicalPrimMin", m_minNonphys);
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if (RegionInfo.NonphysPrimMin > 0)
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{
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m_minNonphys = RegionInfo.NonphysPrimMin;
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}
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m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
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if (RegionInfo.NonphysPrimMax > 0)
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{
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m_maxNonphys = RegionInfo.NonphysPrimMax;
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}
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m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
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m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
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if (RegionInfo.PhysPrimMin > 0)
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{
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m_minPhys = RegionInfo.PhysPrimMin;
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}
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m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
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if (RegionInfo.PhysPrimMax > 0)
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{
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m_maxPhys = RegionInfo.PhysPrimMax;
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@ -375,12 +375,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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Vector3 scale = part.Shape.Scale;
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if (scale.X > m_parentScene.m_maxNonphys)
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scale.X = m_parentScene.m_maxNonphys;
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if (scale.Y > m_parentScene.m_maxNonphys)
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scale.Y = m_parentScene.m_maxNonphys;
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if (scale.Z > m_parentScene.m_maxNonphys)
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scale.Z = m_parentScene.m_maxNonphys;
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scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X));
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scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y));
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scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z));
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part.Shape.Scale = scale;
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}
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@ -2674,17 +2674,17 @@ namespace OpenSim.Region.Framework.Scenes
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RootPart.StoreUndoState(true);
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scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
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scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
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scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
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scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
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scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y));
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scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z));
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PhysicsActor pa = m_rootPart.PhysActor;
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if (pa != null && pa.IsPhysical)
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{
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scale.X = Math.Min(scale.X, Scene.m_maxPhys);
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scale.Y = Math.Min(scale.Y, Scene.m_maxPhys);
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scale.Z = Math.Min(scale.Z, Scene.m_maxPhys);
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scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X));
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scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y));
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scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z));
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}
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float x = (scale.X / RootPart.Scale.X);
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@ -2716,6 +2716,14 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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else if (oldSize.X * x < m_scene.m_minPhys)
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{
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f = m_scene.m_minPhys / oldSize.X;
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a = f / x;
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x *= a;
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y *= a;
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z *= a;
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}
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if (oldSize.Y * y > m_scene.m_maxPhys)
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{
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@ -2725,6 +2733,14 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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else if (oldSize.Y * y < m_scene.m_minPhys)
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{
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f = m_scene.m_minPhys / oldSize.Y;
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a = f / y;
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x *= a;
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y *= a;
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z *= a;
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}
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if (oldSize.Z * z > m_scene.m_maxPhys)
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{
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@ -2734,6 +2750,14 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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else if (oldSize.Z * z < m_scene.m_minPhys)
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{
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f = m_scene.m_minPhys / oldSize.Z;
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a = f / z;
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x *= a;
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y *= a;
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z *= a;
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}
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}
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else
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{
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@ -2745,6 +2769,14 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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else if (oldSize.X * x < m_scene.m_minNonphys)
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{
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f = m_scene.m_minNonphys / oldSize.X;
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a = f / x;
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x *= a;
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y *= a;
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z *= a;
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}
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if (oldSize.Y * y > m_scene.m_maxNonphys)
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{
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@ -2754,6 +2786,14 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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else if (oldSize.Y * y < m_scene.m_minNonphys)
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{
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f = m_scene.m_minNonphys / oldSize.Y;
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a = f / y;
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x *= a;
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y *= a;
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z *= a;
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}
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if (oldSize.Z * z > m_scene.m_maxNonphys)
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{
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@ -2763,6 +2803,14 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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else if (oldSize.Z * z < m_scene.m_minNonphys)
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{
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f = m_scene.m_minNonphys / oldSize.Z;
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a = f / z;
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x *= a;
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y *= a;
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z *= a;
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}
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}
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// obPart.IgnoreUndoUpdate = false;
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@ -2368,17 +2368,16 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="scale"></param>
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public void Resize(Vector3 scale)
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{
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scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxNonphys);
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scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys);
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scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys);
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scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X));
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scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y));
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scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z));
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PhysicsActor pa = PhysActor;
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if (pa != null && pa.IsPhysical)
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{
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scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys);
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scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys);
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scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys);
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scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X));
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scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y));
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scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z));
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}
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// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
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@ -1343,31 +1343,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (part == null || part.ParentGroup.IsDeleted)
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return;
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if (scale.x < 0.01)
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scale.x = 0.01;
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if (scale.y < 0.01)
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scale.y = 0.01;
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if (scale.z < 0.01)
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scale.z = 0.01;
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// First we need to check whether or not we need to clamp the size of a physics-enabled prim
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PhysicsActor pa = part.ParentGroup.RootPart.PhysActor;
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if (pa != null && pa.IsPhysical)
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{
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if (scale.x > World.m_maxPhys)
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scale.x = World.m_maxPhys;
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if (scale.y > World.m_maxPhys)
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scale.y = World.m_maxPhys;
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if (scale.z > World.m_maxPhys)
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scale.z = World.m_maxPhys;
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scale.x = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.x));
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scale.y = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.y));
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scale.z = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.z));
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}
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if (scale.x > World.m_maxNonphys)
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scale.x = World.m_maxNonphys;
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if (scale.y > World.m_maxNonphys)
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scale.y = World.m_maxNonphys;
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if (scale.z > World.m_maxNonphys)
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scale.z = World.m_maxNonphys;
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// Next we clamp the scale to the non-physical min/max
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scale.x = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.x));
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scale.y = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.y));
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scale.z = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.z));
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Vector3 tmp = part.Scale;
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tmp.X = (float)scale.x;
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@ -87,10 +87,18 @@
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;; from the selected region_info_source.
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; allow_regionless = false
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;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.01
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;; Minimum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMin!).
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; NonphysicalPrimMin = 0.01
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;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
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;; Maximum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMax!).
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; NonphysicalPrimMax = 256
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;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
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;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
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; PhysicalPrimMin = 0.01
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;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
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;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file.
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; PhysicalPrimMax = 10
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