BulletSim: remove warnings for unused variables.
parent
54ec8b197b
commit
5221f2421e
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@ -34,7 +34,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSLinkset
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{
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private static string LogHeader = "[BULLETSIM LINKSET]";
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// private static string LogHeader = "[BULLETSIM LINKSET]";
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public BSPhysObject LinksetRoot { get; protected set; }
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@ -46,19 +46,13 @@ public sealed class BSPrim : BSPhysObject
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[BULLETS PRIM]";
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private IMesh _mesh;
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private PrimitiveBaseShape _pbs;
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private ShapeData.PhysicsShapeType _shapeType;
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private ulong _meshKey;
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private ulong _hullKey;
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private List<ConvexResult> _hulls;
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// _size is what the user passed. _scale is what we pass to the physics engine with the mesh.
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// Often _scale is unity because the meshmerizer will apply _size when creating the mesh.
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private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
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private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
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private bool _stopped;
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private bool _grabbed;
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private bool _isSelected;
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private bool _isVolumeDetect;
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@ -109,8 +103,6 @@ public sealed class BSPrim : BSPhysObject
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_buoyancy = 1f;
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_velocity = OMV.Vector3.Zero;
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_rotationalVelocity = OMV.Vector3.Zero;
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_hullKey = 0;
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_meshKey = 0;
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_pbs = pbs;
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_isPhysical = pisPhysical;
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_isVolumeDetect = false;
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@ -160,8 +152,9 @@ public sealed class BSPrim : BSPhysObject
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});
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}
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// No one uses this property.
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public override bool Stopped {
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get { return _stopped; }
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get { return false; }
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}
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public override OMV.Vector3 Size {
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get { return _size; }
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@ -1082,15 +1075,15 @@ public sealed class BSPrim : BSPhysObject
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public void FillShapeInfo(out ShapeData shape)
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{
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shape.ID = LocalID;
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shape.Type = _shapeType;
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shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
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shape.Position = _position;
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shape.Rotation = _orientation;
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shape.Velocity = _velocity;
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shape.Scale = _scale;
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shape.Mass = _isPhysical ? _mass : 0f;
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shape.Buoyancy = _buoyancy;
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shape.HullKey = _hullKey;
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shape.MeshKey = _meshKey;
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shape.HullKey = 0;
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shape.MeshKey = 0;
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shape.Friction = _friction;
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shape.Restitution = _restitution;
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shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
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@ -36,7 +36,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSShapeCollection : IDisposable
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{
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private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
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// private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
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protected BSScene PhysicsScene { get; set; }
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