Remove unused m_physicalPrim parameter from SOG.ApplyPhysics()
parent
48113f0fc8
commit
f7dbdba447
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@ -333,7 +333,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (rot != null)
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if (rot != null)
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sceneObject.UpdateGroupRotationR((Quaternion)rot);
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sceneObject.UpdateGroupRotationR((Quaternion)rot);
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//group.ApplyPhysics(m_physicalPrim);
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if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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{
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{
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sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
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sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
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@ -669,7 +669,7 @@ namespace OpenSim.Region.Framework.Scenes
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//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);
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//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);
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}
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}
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ApplyPhysics(m_scene.m_physicalPrim);
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ApplyPhysics();
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// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
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// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
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// for the same object with very different properties. The caller must schedule the update.
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// for the same object with very different properties. The caller must schedule the update.
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@ -1239,8 +1239,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// Apply physics to this group
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/// Apply physics to this group
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/// </summary>
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/// </summary>
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/// <param name="m_physicalPrim"></param>
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public void ApplyPhysics()
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public void ApplyPhysics(bool m_physicalPrim)
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{
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{
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// Apply physics to the root prim
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// Apply physics to the root prim
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m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
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m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
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