internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val) { List <uint> objectIDs = new List <uint>(); switch (localID) { case PhysParameterEntry.APPLY_TO_NONE: setDefault(val); // setting only the default value // This will cause a call into the physical world if some operation is specified (SetOnObject). objectIDs.Add(TERRAIN_ID); TaintedUpdateParameter(parm, objectIDs, val); break; case PhysParameterEntry.APPLY_TO_ALL: setDefault(val); // setting ALL also sets the default value lock (PhysObjects) objectIDs = new List <uint>(PhysObjects.Keys); TaintedUpdateParameter(parm, objectIDs, val); break; default: // setting only one localID objectIDs.Add(localID); TaintedUpdateParameter(parm, objectIDs, val); break; } }
internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val) { List<uint> objectIDs = new List<uint>(); switch (localID) { case PhysParameterEntry.APPLY_TO_NONE: setDefault(val); // setting only the default value // This will cause a call into the physical world if some operation is specified (SetOnObject). objectIDs.Add(TERRAIN_ID); TaintedUpdateParameter(parm, objectIDs, val); break; case PhysParameterEntry.APPLY_TO_ALL: setDefault(val); // setting ALL also sets the default value lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); TaintedUpdateParameter(parm, objectIDs, val); break; default: // setting only one localID objectIDs.Add(localID); TaintedUpdateParameter(parm, objectIDs, val); break; } }