minor: remove some mono compiler warnings

prebuild-update
Justin Clark-Casey (justincc) 2010-06-25 21:09:15 +01:00
parent c7e7cb04a3
commit 4a5979c311
2 changed files with 14 additions and 14 deletions

View File

@ -675,7 +675,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
d.Vector3 pos = d.BodyGetPosition(Body); d.Vector3 pos = d.BodyGetPosition(Body);
Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
Vector3 posChange = new Vector3(); Vector3 posChange = new Vector3();
posChange.X = pos.X - m_lastPositionVector.X; posChange.X = pos.X - m_lastPositionVector.X;
posChange.Y = pos.Y - m_lastPositionVector.Y; posChange.Y = pos.Y - m_lastPositionVector.Y;

View File

@ -1576,19 +1576,19 @@ Console.WriteLine(" JointCreateFixed");
//Console.WriteLine("Move " + m_primName); //Console.WriteLine("Move " + m_primName);
if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
// NON-'VEHICLES' are dealt with here // NON-'VEHICLES' are dealt with here
if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) // if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
{ // {
d.Vector3 avel2 = d.BodyGetAngularVel(Body); // d.Vector3 avel2 = d.BodyGetAngularVel(Body);
/* // /*
if (m_angularlock.X == 1) // if (m_angularlock.X == 1)
avel2.X = 0; // avel2.X = 0;
if (m_angularlock.Y == 1) // if (m_angularlock.Y == 1)
avel2.Y = 0; // avel2.Y = 0;
if (m_angularlock.Z == 1) // if (m_angularlock.Z == 1)
avel2.Z = 0; // avel2.Z = 0;
d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z); // d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
*/ // */
} // }
//float PID_P = 900.0f; //float PID_P = 900.0f;
float m_mass = CalculateMass(); float m_mass = CalculateMass();