* adds flag in OpenSim.ini for disabling physical prim. Look at OpenSim.ini.example in the bin folder for an example.

This commit is contained in:
Teravus Ovares
2007-11-11 00:08:18 +00:00
parent 9a4b4dae5e
commit ec77e1eb17
8 changed files with 87 additions and 79 deletions

View File

@@ -68,7 +68,7 @@ namespace OpenSim.Region.Environment.Scenes
private int m_timeUpdateCount;
private readonly Mutex updateLock;
public bool m_physicalPrim;
protected ModuleLoader m_moduleLoader;
protected StorageManager m_storageManager;
protected AgentCircuitManager m_authenticateHandler;
@@ -192,7 +192,7 @@ namespace OpenSim.Region.Environment.Scenes
public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer,
ModuleLoader moduleLoader, bool dumpAssetsToFile)
ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim)
{
updateLock = new Mutex(false);
@@ -207,6 +207,7 @@ namespace OpenSim.Region.Environment.Scenes
m_regionName = m_regInfo.RegionName;
m_datastore = m_regInfo.DataStore;
RegisterRegionWithComms();
m_physicalPrim = physicalPrim;
m_LandManager = new LandManager(this, m_regInfo);
m_estateManager = new EstateManager(this, m_regInfo);
@@ -522,7 +523,7 @@ namespace OpenSim.Region.Environment.Scenes
{
AddEntityFromStorage(prim);
SceneObjectPart rootPart = prim.GetChildPart(prim.UUID);
bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim);
if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
rootPart.PhysActor = phyScene.AddPrimShape(
rootPart.Name,
@@ -572,7 +573,7 @@ namespace OpenSim.Region.Environment.Scenes
rootPart.ObjectFlags += (uint) LLObject.ObjectFlags.Phantom;
}
// if not phantom, add to physics
bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim);
if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
rootPart.PhysActor =
phyScene.AddPrimShape(