Remove unused m_physicalPrim parameter from SOG.ApplyPhysics()

iar_mods
Justin Clark-Casey (justincc) 2011-12-22 19:52:09 +00:00
parent 48113f0fc8
commit f7dbdba447
2 changed files with 2 additions and 4 deletions

View File

@ -333,7 +333,6 @@ namespace OpenSim.Region.Framework.Scenes
if (rot != null) if (rot != null)
sceneObject.UpdateGroupRotationR((Quaternion)rot); sceneObject.UpdateGroupRotationR((Quaternion)rot);
//group.ApplyPhysics(m_physicalPrim);
if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
{ {
sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);

View File

@ -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); //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 // 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. // for the same object with very different properties. The caller must schedule the update.
@ -1239,8 +1239,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary> /// <summary>
/// Apply physics to this group /// Apply physics to this group
/// </summary> /// </summary>
/// <param name="m_physicalPrim"></param> public void ApplyPhysics()
public void ApplyPhysics(bool m_physicalPrim)
{ {
// Apply physics to the root prim // Apply physics to the root prim
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);