fix non-animated motor proteins

This commit is contained in:
Brad Hefta-Gaub 2016-03-23 15:56:31 -07:00
parent dbfea6ec82
commit 3fa3b40f43

View file

@ -38,12 +38,6 @@ public:
EntityPropertyFlags& propertyFlags, bool overwriteLocalData,
bool& somethingChanged) override;
virtual void somethingChangedNotification() override {
// FIX ME: this is overly aggressive. We only really need to simulate() if something about
// the world space transform has changed and/or if some animation is occurring.
_needsInitialSimulation = true;
}
virtual bool readyToAddToScene(RenderArgs* renderArgs = nullptr);
virtual bool addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) override;
virtual void removeFromScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) override;