remove now redundant m_physical_prim flag from SOP.ApplyPhysics()
parent
3843efe478
commit
5ddefc2564
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@ -367,7 +367,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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so.AttachedAvatar = UUID.Zero;
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rootPart.SetParentLocalId(0);
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so.ClearPartAttachmentData();
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rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
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rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive);
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so.HasGroupChanged = true;
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rootPart.Rezzed = DateTime.Now;
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rootPart.RemFlag(PrimFlags.TemporaryOnRez);
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@ -1251,7 +1251,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void ApplyPhysics(bool m_physicalPrim)
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{
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// Apply physics to the root prim
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m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
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m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
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// Apply physics to child prims
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SceneObjectPart[] parts = m_parts.GetArray();
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@ -1261,7 +1261,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectPart part = parts[i];
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if (part.LocalId != m_rootPart.LocalId)
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part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
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part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
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}
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// Hack to get the physics scene geometries in the right spot
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@ -1548,15 +1548,15 @@ namespace OpenSim.Region.Framework.Scenes
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/// Apply physics to this part.
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/// </summary>
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/// <param name="rootObjectFlags"></param>
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/// <param name="m_physicalPrim"></param>
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public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim)
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/// <param name="VolumeDetectActive"></param>
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public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}",
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// Name, LocalId, UUID, m_physicalPrim);
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bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim);
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bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0);
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bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
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bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
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if (IsJoint())
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{
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