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authorJustin Clark-Casey (justincc)2011-10-15 02:47:27 +0100
committerJustin Clark-Casey (justincc)2011-10-15 02:47:27 +0100
commit5ddefc256468e4b394d82a2c4bc69fe28c4b59ea (patch)
tree5853a46021daeb68dee43b868083f60e41da4f2b /OpenSim/Region/Framework
parentRestore [Startup] physical_prim flag which can stop any prims being subject t... (diff)
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remove now redundant m_physical_prim flag from SOP.ApplyPhysics()
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs8
2 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index d983d7f..2d6d4ec 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1251,7 +1251,7 @@ namespace OpenSim.Region.Framework.Scenes
1251 public void ApplyPhysics(bool m_physicalPrim) 1251 public void ApplyPhysics(bool m_physicalPrim)
1252 { 1252 {
1253 // Apply physics to the root prim 1253 // Apply physics to the root prim
1254 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1254 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1255 1255
1256 // Apply physics to child prims 1256 // Apply physics to child prims
1257 SceneObjectPart[] parts = m_parts.GetArray(); 1257 SceneObjectPart[] parts = m_parts.GetArray();
@@ -1261,7 +1261,7 @@ namespace OpenSim.Region.Framework.Scenes
1261 { 1261 {
1262 SceneObjectPart part = parts[i]; 1262 SceneObjectPart part = parts[i];
1263 if (part.LocalId != m_rootPart.LocalId) 1263 if (part.LocalId != m_rootPart.LocalId)
1264 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); 1264 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
1265 } 1265 }
1266 1266
1267 // Hack to get the physics scene geometries in the right spot 1267 // 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 8ad35d3..b4a178e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1548,15 +1548,15 @@ namespace OpenSim.Region.Framework.Scenes
1548 /// Apply physics to this part. 1548 /// Apply physics to this part.
1549 /// </summary> 1549 /// </summary>
1550 /// <param name="rootObjectFlags"></param> 1550 /// <param name="rootObjectFlags"></param>
1551 /// <param name="m_physicalPrim"></param> 1551 /// <param name="VolumeDetectActive"></param>
1552 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim) 1552 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
1553 { 1553 {
1554// m_log.DebugFormat( 1554// m_log.DebugFormat(
1555// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1555// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}",
1556// Name, LocalId, UUID, m_physicalPrim); 1556// Name, LocalId, UUID, m_physicalPrim);
1557 1557
1558 bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim); 1558 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0;
1559 bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0); 1559 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0;
1560 1560
1561 if (IsJoint()) 1561 if (IsJoint())
1562 { 1562 {