From 5ddefc256468e4b394d82a2c4bc69fe28c4b59ea Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Sat, 15 Oct 2011 02:47:27 +0100 Subject: [PATCH] remove now redundant m_physical_prim flag from SOP.ApplyPhysics() --- .../CoreModules/Avatar/Attachments/AttachmentsModule.cs | 2 +- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 4 ++-- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 8 ++++---- 3 files changed, 7 insertions(+), 7 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 01f4808213..de99b94d42 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -367,7 +367,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments so.AttachedAvatar = UUID.Zero; rootPart.SetParentLocalId(0); so.ClearPartAttachmentData(); - rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim); + rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); so.HasGroupChanged = true; rootPart.Rezzed = DateTime.Now; rootPart.RemFlag(PrimFlags.TemporaryOnRez); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index d983d7f79d..2d6d4ec045 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1251,7 +1251,7 @@ namespace OpenSim.Region.Framework.Scenes public void ApplyPhysics(bool m_physicalPrim) { // Apply physics to the root prim - m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); + m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); // Apply physics to child prims SceneObjectPart[] parts = m_parts.GetArray(); @@ -1261,7 +1261,7 @@ namespace OpenSim.Region.Framework.Scenes { SceneObjectPart part = parts[i]; if (part.LocalId != m_rootPart.LocalId) - part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); + part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); } // Hack to get the physics scene geometries in the right spot diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 8ad35d33d9..b4a178e29f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1548,15 +1548,15 @@ namespace OpenSim.Region.Framework.Scenes /// Apply physics to this part. /// /// - /// - public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim) + /// + public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) { // m_log.DebugFormat( // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", // Name, LocalId, UUID, m_physicalPrim); - bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim); - bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0); + bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; + bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; if (IsJoint()) {