minor: remove some mono compiler warnings
parent
c7e7cb04a3
commit
4a5979c311
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@ -675,7 +675,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
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m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
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d.Vector3 pos = d.BodyGetPosition(Body);
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d.Vector3 pos = d.BodyGetPosition(Body);
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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);
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// 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);
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Vector3 posChange = new Vector3();
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Vector3 posChange = new Vector3();
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posChange.X = pos.X - m_lastPositionVector.X;
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posChange.X = pos.X - m_lastPositionVector.X;
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posChange.Y = pos.Y - m_lastPositionVector.Y;
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posChange.Y = pos.Y - m_lastPositionVector.Y;
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@ -1576,19 +1576,19 @@ Console.WriteLine(" JointCreateFixed");
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//Console.WriteLine("Move " + m_primName);
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//Console.WriteLine("Move " + m_primName);
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if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
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if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
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// NON-'VEHICLES' are dealt with here
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// NON-'VEHICLES' are dealt with here
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if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
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// if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
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{
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// {
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d.Vector3 avel2 = d.BodyGetAngularVel(Body);
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// d.Vector3 avel2 = d.BodyGetAngularVel(Body);
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/*
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// /*
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if (m_angularlock.X == 1)
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// if (m_angularlock.X == 1)
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avel2.X = 0;
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// avel2.X = 0;
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if (m_angularlock.Y == 1)
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// if (m_angularlock.Y == 1)
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avel2.Y = 0;
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// avel2.Y = 0;
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if (m_angularlock.Z == 1)
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// if (m_angularlock.Z == 1)
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avel2.Z = 0;
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// avel2.Z = 0;
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d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
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// d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
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*/
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// */
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}
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// }
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//float PID_P = 900.0f;
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//float PID_P = 900.0f;
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float m_mass = CalculateMass();
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float m_mass = CalculateMass();
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