dr scofield's warnings safari:

* commenting out unused variables
0.6.0-stable
Dr Scofield 2008-06-27 17:25:03 +00:00
parent feb30217de
commit 7d55dfba8a
8 changed files with 88 additions and 81 deletions

View File

@ -319,7 +319,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
{ {
int[] indexBase; int[] indexBase;
Vector3[] vertexBase; Vector3[] vertexBase;
Vector3 vNormal, vP1, vP2, vP3; Vector3 vNormal;
// Vector3 vP1;
// Vector3 vP2;
// Vector3 vP3;
IMesh mesh = primB.GetMesh(); IMesh mesh = primB.GetMesh();
float fdistance; float fdistance;
@ -484,7 +487,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
internal Dictionary<RigidBody, BulletXPrim> _prims = new Dictionary<RigidBody, BulletXPrim>(); internal Dictionary<RigidBody, BulletXPrim> _prims = new Dictionary<RigidBody, BulletXPrim>();
public IMesher mesher; public IMesher mesher;
private IConfigSource m_config; // private IConfigSource m_config;
public static float Gravity public static float Gravity
@ -541,7 +544,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
public override void Initialise(IMesher meshmerizer, IConfigSource config) public override void Initialise(IMesher meshmerizer, IConfigSource config)
{ {
mesher = meshmerizer; mesher = meshmerizer;
m_config = config; // m_config = config;
} }
public override void Dispose() public override void Dispose()
@ -1685,7 +1688,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
// private PhysicsVector _staticVelocity; // private PhysicsVector _staticVelocity;
// private AxiomQuaternion _staticOrientation; // private AxiomQuaternion _staticOrientation;
private float _mass; private float _mass;
private BulletXScene _parentscene; // private BulletXScene _parentscene;
internal float[] _heightField; internal float[] _heightField;
private RigidBody _flatPlanet; private RigidBody _flatPlanet;
@ -1700,7 +1703,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
// _staticVelocity = new PhysicsVector(); // _staticVelocity = new PhysicsVector();
// _staticOrientation = AxiomQuaternion.Identity; // _staticOrientation = AxiomQuaternion.Identity;
_mass = 0; //No active _mass = 0; //No active
_parentscene = parent_scene; // _parentscene = parent_scene;
_heightField = heightField; _heightField = heightField;
float _linearDamping = 0.0f; float _linearDamping = 0.0f;

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@ -259,8 +259,8 @@ namespace OpenSim.Region.Physics.Meshing
{ {
Mesh result = new Mesh(); Mesh result = new Mesh();
Quaternion tt = new Quaternion(); // Quaternion tt = new Quaternion();
Vertex v2 = new Vertex(0, 0, 0); // Vertex v2 = new Vertex(0, 0, 0);
Mesh newLayer; Mesh newLayer;
Mesh lastLayer = null; Mesh lastLayer = null;
@ -441,8 +441,8 @@ namespace OpenSim.Region.Physics.Meshing
{ {
Mesh result = new Mesh(); Mesh result = new Mesh();
Quaternion tt = new Quaternion(); // Quaternion tt = new Quaternion();
Vertex v2 = new Vertex(0, 0, 0); // Vertex v2 = new Vertex(0, 0, 0);
Mesh newLayer; Mesh newLayer;
Mesh lastLayer = null; Mesh lastLayer = null;
@ -457,8 +457,8 @@ namespace OpenSim.Region.Physics.Meshing
if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5f) steps *= 2; if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5f) steps *= 2;
if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0f) steps *= 2; if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0f) steps *= 2;
double percentOfPathMultiplier = 1.0 / steps; // double percentOfPathMultiplier = 1.0 / steps;
double angleStepMultiplier = System.Math.PI * 2.0 / steps; // double angleStepMultiplier = System.Math.PI * 2.0 / steps;
float yPathScale = pathScaleY * 0.5f; float yPathScale = pathScaleY * 0.5f;
float pathLength = pathCutEnd - pathCutBegin; float pathLength = pathCutEnd - pathCutBegin;

View File

@ -221,6 +221,7 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
v1.Z += am; v1.Z += am;
return v1; return v1;
} }
public static Vertex operator -(Vertex v1, float am) public static Vertex operator -(Vertex v1, float am)
{ {
v1.X -= am; v1.X -= am;
@ -228,6 +229,7 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
v1.Z -= am; v1.Z -= am;
return v1; return v1;
} }
public static Vertex operator *(Vertex v1, float am) public static Vertex operator *(Vertex v1, float am)
{ {
v1.X *= am; v1.X *= am;
@ -235,6 +237,7 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
v1.Z *= am; v1.Z *= am;
return v1; return v1;
} }
public static Vertex operator /(Vertex v1, float am) public static Vertex operator /(Vertex v1, float am)
{ {
if (am == 0f) if (am == 0f)

View File

@ -432,8 +432,8 @@ namespace OpenSim.Region.Physics.Meshing
UInt16 taperY = primShape.PathScaleY; UInt16 taperY = primShape.PathScaleY;
UInt16 pathShearX = primShape.PathShearX; UInt16 pathShearX = primShape.PathShearX;
UInt16 pathShearY = primShape.PathShearY; UInt16 pathShearY = primShape.PathShearY;
Int16 twistTop = primShape.PathTwistBegin; // Int16 twistTop = primShape.PathTwistBegin;
Int16 twistBot = primShape.PathTwist; // Int16 twistBot = primShape.PathTwist;
#if SPAM #if SPAM
reportPrimParams("[BOX] " + primName, primShape); reportPrimParams("[BOX] " + primName, primShape);
@ -690,8 +690,8 @@ namespace OpenSim.Region.Physics.Meshing
UInt16 taperY = primShape.PathScaleY; UInt16 taperY = primShape.PathScaleY;
UInt16 pathShearX = primShape.PathShearX; UInt16 pathShearX = primShape.PathShearX;
UInt16 pathShearY = primShape.PathShearY; UInt16 pathShearY = primShape.PathShearY;
Int16 twistBot = primShape.PathTwist; // Int16 twistBot = primShape.PathTwist;
Int16 twistTop = primShape.PathTwistBegin; // Int16 twistTop = primShape.PathTwistBegin;
#if SPAM #if SPAM
reportPrimParams("[CYLINDER] " + primName, primShape); reportPrimParams("[CYLINDER] " + primName, primShape);
@ -1043,8 +1043,8 @@ namespace OpenSim.Region.Physics.Meshing
UInt16 pathShearX = primShape.PathShearX; UInt16 pathShearX = primShape.PathShearX;
UInt16 pathShearY = primShape.PathShearY; UInt16 pathShearY = primShape.PathShearY;
Int16 twistTop = primShape.PathTwistBegin; // Int16 twistTop = primShape.PathTwistBegin;
Int16 twistBot = primShape.PathTwist; // Int16 twistBot = primShape.PathTwist;
#if SPAM #if SPAM
reportPrimParams("[PRISM] " + primName, primShape); reportPrimParams("[PRISM] " + primName, primShape);
@ -1295,13 +1295,13 @@ namespace OpenSim.Region.Physics.Meshing
// Still have more to do here. // Still have more to do here.
UInt16 hollowFactor = primShape.ProfileHollow; // UInt16 hollowFactor = primShape.ProfileHollow;
UInt16 profileBegin = primShape.ProfileBegin; // UInt16 profileBegin = primShape.ProfileBegin;
UInt16 profileEnd = primShape.ProfileEnd; // UInt16 profileEnd = primShape.ProfileEnd;
UInt16 taperX = primShape.PathScaleX; // UInt16 taperX = primShape.PathScaleX;
UInt16 taperY = primShape.PathScaleY; // UInt16 taperY = primShape.PathScaleY;
UInt16 pathShearX = primShape.PathShearX; // UInt16 pathShearX = primShape.PathShearX;
UInt16 pathShearY = primShape.PathShearY; // UInt16 pathShearY = primShape.PathShearY;
Mesh m = new Mesh(); Mesh m = new Mesh();
#if SPAM #if SPAM
@ -1424,12 +1424,12 @@ namespace OpenSim.Region.Physics.Meshing
UInt16 hollowFactor = primShape.ProfileHollow; UInt16 hollowFactor = primShape.ProfileHollow;
UInt16 profileBegin = primShape.ProfileBegin; UInt16 profileBegin = primShape.ProfileBegin;
UInt16 profileEnd = primShape.ProfileEnd; UInt16 profileEnd = primShape.ProfileEnd;
UInt16 taperX = primShape.PathScaleX; // UInt16 taperX = primShape.PathScaleX;
UInt16 taperY = primShape.PathScaleY; // UInt16 taperY = primShape.PathScaleY;
UInt16 pathShearX = primShape.PathShearX; UInt16 pathShearX = primShape.PathShearX;
UInt16 pathShearY = primShape.PathShearY; UInt16 pathShearY = primShape.PathShearY;
Int16 twistBot = primShape.PathTwist; // Int16 twistBot = primShape.PathTwist;
Int16 twistTop = primShape.PathTwistBegin; // Int16 twistTop = primShape.PathTwistBegin;
HollowShape hollowShape = primShape.HollowShape; HollowShape hollowShape = primShape.HollowShape;
#if SPAM #if SPAM
@ -1706,7 +1706,7 @@ namespace OpenSim.Region.Physics.Meshing
foreach (Triangle t in m.triangles) foreach (Triangle t in m.triangles)
t.invertNormal(); t.invertNormal();
Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f); // Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f);
float skew = primShape.PathSkew * 0.01f; float skew = primShape.PathSkew * 0.01f;
@ -2038,36 +2038,36 @@ namespace OpenSim.Region.Physics.Meshing
return mesh; return mesh;
} }
private static void reportPrimParams(string name, PrimitiveBaseShape primShape) // private static void reportPrimParams(string name, PrimitiveBaseShape primShape)
{ // {
#if SPAM // #if SPAM
float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f; // float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f; // float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
Console.WriteLine("********************* PrimitiveBaseShape Parameters *******************\n" // Console.WriteLine("********************* PrimitiveBaseShape Parameters *******************\n"
+ "Name.............: " + name.ToString() + "\n" // + "Name.............: " + name.ToString() + "\n"
+ "HollowShape......: " + primShape.HollowShape.ToString() + "\n" // + "HollowShape......: " + primShape.HollowShape.ToString() + "\n"
+ "PathBegin........: " + primShape.PathBegin.ToString() + "\n" // + "PathBegin........: " + primShape.PathBegin.ToString() + "\n"
+ "PathCurve........: " + primShape.PathCurve.ToString() + "\n" // + "PathCurve........: " + primShape.PathCurve.ToString() + "\n"
+ "PathEnd..........: " + primShape.PathEnd.ToString() + "\n" // + "PathEnd..........: " + primShape.PathEnd.ToString() + "\n"
+ "PathRadiusOffset.: " + primShape.PathRadiusOffset.ToString() + "\n" // + "PathRadiusOffset.: " + primShape.PathRadiusOffset.ToString() + "\n"
+ "PathRevolutions..: " + primShape.PathRevolutions.ToString() + "\n" // + "PathRevolutions..: " + primShape.PathRevolutions.ToString() + "\n"
+ "PathScaleX.......: " + primShape.PathScaleX.ToString() + "\n" // + "PathScaleX.......: " + primShape.PathScaleX.ToString() + "\n"
+ "PathScaleY.......: " + primShape.PathScaleY.ToString() + "\n" // + "PathScaleY.......: " + primShape.PathScaleY.ToString() + "\n"
+ "PathShearX.......: " + primShape.PathShearX.ToString() + " (" + pathShearX.ToString() + ")\n" // + "PathShearX.......: " + primShape.PathShearX.ToString() + " (" + pathShearX.ToString() + ")\n"
+ "PathShearY.......: " + primShape.PathShearY.ToString() + " (" + pathShearY.ToString() + ")\n" // + "PathShearY.......: " + primShape.PathShearY.ToString() + " (" + pathShearY.ToString() + ")\n"
+ "PathSkew.........: " + primShape.PathSkew.ToString() + "\n" // + "PathSkew.........: " + primShape.PathSkew.ToString() + "\n"
+ "PathTaperX.......: " + primShape.PathTaperX.ToString() + "\n" // + "PathTaperX.......: " + primShape.PathTaperX.ToString() + "\n"
+ "PathTaperY.......: " + primShape.PathTaperY.ToString() + "\n" // + "PathTaperY.......: " + primShape.PathTaperY.ToString() + "\n"
+ "PathTwist........: " + primShape.PathTwist.ToString() + "\n" // + "PathTwist........: " + primShape.PathTwist.ToString() + "\n"
+ "PathTwistBegin...: " + primShape.PathTwistBegin.ToString() + "\n" // + "PathTwistBegin...: " + primShape.PathTwistBegin.ToString() + "\n"
+ "ProfileBegin.....: " + primShape.ProfileBegin.ToString() + "\n" // + "ProfileBegin.....: " + primShape.ProfileBegin.ToString() + "\n"
+ "ProfileCurve.....: " + primShape.ProfileCurve.ToString() + "\n" // + "ProfileCurve.....: " + primShape.ProfileCurve.ToString() + "\n"
+ "ProfileEnd.......: " + primShape.ProfileEnd.ToString() + "\n" // + "ProfileEnd.......: " + primShape.ProfileEnd.ToString() + "\n"
+ "ProfileHollow....: " + primShape.ProfileHollow.ToString() + "\n" // + "ProfileHollow....: " + primShape.ProfileHollow.ToString() + "\n"
+ "ProfileShape.....: " + primShape.ProfileShape.ToString() + "\n" // + "ProfileShape.....: " + primShape.ProfileShape.ToString() + "\n"
); // );
#endif // #endif
} // }
} }
} }

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@ -223,7 +223,7 @@ namespace OpenSim.Region.Physics.Meshing
Vertex v1 = new Vertex(0,0,0); Vertex v1 = new Vertex(0,0,0);
// Create a vertex position from the RGB channels in the current pixel // Create a vertex position from the RGB channels in the current pixel
int ypos = y * bLOD.Width; // int ypos = y * bLOD.Width;
if (y == 0) if (y == 0)

View File

@ -59,7 +59,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private PhysicsVector _position; private PhysicsVector _position;
private d.Vector3 _zeroPosition; private d.Vector3 _zeroPosition;
private d.Matrix3 m_StandUpRotation; // private d.Matrix3 m_StandUpRotation;
private bool _zeroFlag = false; private bool _zeroFlag = false;
private bool m_lastUpdateSent = false; private bool m_lastUpdateSent = false;
private PhysicsVector _velocity; private PhysicsVector _velocity;
@ -92,7 +92,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private float m_buoyancy = 0f; private float m_buoyancy = 0f;
private CollisionLocker ode; // private CollisionLocker ode;
private string m_name = String.Empty; private string m_name = String.Empty;
@ -120,7 +120,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
{ {
ode = dode; // ode = dode;
_velocity = new PhysicsVector(); _velocity = new PhysicsVector();
_target_velocity = new PhysicsVector(); _target_velocity = new PhysicsVector();
_position = pos; _position = pos;
@ -137,9 +137,9 @@ namespace OpenSim.Region.Physics.OdePlugin
runDivisor = rundivisor; runDivisor = rundivisor;
m_StandUpRotation = // m_StandUpRotation =
new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f, // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
0.5f); // 0.5f);
for (int i = 0; i < 11; i++) for (int i = 0; i < 11; i++)
{ {
@ -392,7 +392,7 @@ namespace OpenSim.Region.Physics.OdePlugin
PhysicsVector SetSize = value; PhysicsVector SetSize = value;
float prevCapsule = CAPSULE_LENGTH; float prevCapsule = CAPSULE_LENGTH;
float capsuleradius = CAPSULE_RADIUS; // float capsuleradius = CAPSULE_RADIUS;
//capsuleradius = 0.2f; //capsuleradius = 0.2f;
CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * heightFudgeFactor))); // subtract 43% of the size CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * heightFudgeFactor))); // subtract 43% of the size
@ -747,7 +747,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
// we're not colliding and we're not flying so that means we're falling! // we're not colliding and we're not flying so that means we're falling!
// m_iscolliding includes collisions with the ground. // m_iscolliding includes collisions with the ground.
d.Vector3 pos = d.BodyGetPosition(Body);
// d.Vector3 pos = d.BodyGetPosition(Body);
if (_target_velocity.X > 0) if (_target_velocity.X > 0)
{ {
vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D; vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;

View File

@ -53,7 +53,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private PhysicsVector m_rotationalVelocity; private PhysicsVector m_rotationalVelocity;
private PhysicsVector _size; private PhysicsVector _size;
private PhysicsVector _acceleration; private PhysicsVector _acceleration;
private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
private Quaternion _orientation; private Quaternion _orientation;
private PhysicsVector m_taintposition; private PhysicsVector m_taintposition;
private PhysicsVector m_taintsize; private PhysicsVector m_taintsize;
@ -1067,8 +1067,8 @@ namespace OpenSim.Region.Physics.OdePlugin
} }
else else
{ {
string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
_parent_scene.waitForSpaceUnlock(m_targetSpace); _parent_scene.waitForSpaceUnlock(m_targetSpace);
IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
@ -1141,7 +1141,7 @@ namespace OpenSim.Region.Physics.OdePlugin
} }
//PidStatus = true; //PidStatus = true;
PhysicsVector vec = new PhysicsVector(); // PhysicsVector vec = new PhysicsVector();
d.Vector3 vel = d.BodyGetLinearVel(Body); d.Vector3 vel = d.BodyGetLinearVel(Body);
d.Vector3 pos = d.BodyGetPosition(Body); d.Vector3 pos = d.BodyGetPosition(Body);
@ -1201,7 +1201,7 @@ namespace OpenSim.Region.Physics.OdePlugin
} }
else else
{ {
_zeroPosition = d.BodyGetPosition(Body); // _zeroPosition = d.BodyGetPosition(Body);
return; return;
} }
} }

View File

@ -117,7 +117,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public class OdeScene : PhysicsScene public class OdeScene : PhysicsScene
{ {
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
CollisionLocker ode; CollisionLocker ode;
@ -196,7 +196,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private float[] _watermap; private float[] _watermap;
private float[] _origheightmap; // private float[] _origheightmap;
private d.NearCallback nearCallback; private d.NearCallback nearCallback;
public d.TriCallback triCallback; public d.TriCallback triCallback;
@ -226,7 +226,7 @@ namespace OpenSim.Region.Physics.OdePlugin
//Ckrinke private int ms = 0; //Ckrinke private int ms = 0;
public IntPtr world; public IntPtr world;
//private bool returncollisions = false; //private bool returncollisions = false;
private uint obj1LocalID = 0; // private uint obj1LocalID = 0;
private uint obj2LocalID = 0; private uint obj2LocalID = 0;
//private int ctype = 0; //private int ctype = 0;
private OdeCharacter cc1; private OdeCharacter cc1;
@ -501,7 +501,7 @@ namespace OpenSim.Region.Physics.OdePlugin
IntPtr b1 = d.GeomGetBody(g1); IntPtr b1 = d.GeomGetBody(g1);
IntPtr b2 = d.GeomGetBody(g2); IntPtr b2 = d.GeomGetBody(g2);
d.GeomClassID id = d.GeomGetClass(g1); // d.GeomClassID id = d.GeomGetClass(g1);
String name1 = null; String name1 = null;
String name2 = null; String name2 = null;
@ -837,7 +837,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth) private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth)
{ {
obj1LocalID = 0; // obj1LocalID = 0;
//returncollisions = false; //returncollisions = false;
obj2LocalID = 0; obj2LocalID = 0;
//ctype = 0; //ctype = 0;
@ -850,7 +850,7 @@ namespace OpenSim.Region.Physics.OdePlugin
case ActorTypes.Agent: case ActorTypes.Agent:
cc2 = (OdeCharacter)p2; cc2 = (OdeCharacter)p2;
obj1LocalID = cc2.m_localID; // obj1LocalID = cc2.m_localID;
switch ((ActorTypes)p1.PhysicsActorType) switch ((ActorTypes)p1.PhysicsActorType)
{ {
case ActorTypes.Agent: case ActorTypes.Agent:
@ -893,7 +893,7 @@ namespace OpenSim.Region.Physics.OdePlugin
case ActorTypes.Prim: case ActorTypes.Prim:
cp2 = (OdePrim)p2; cp2 = (OdePrim)p2;
obj1LocalID = cp2.m_localID; // obj1LocalID = cp2.m_localID;
switch ((ActorTypes)p1.PhysicsActorType) switch ((ActorTypes)p1.PhysicsActorType)
{ {
case ActorTypes.Agent: case ActorTypes.Agent:
@ -2084,7 +2084,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
// this._heightmap[i] = (double)heightMap[i]; // this._heightmap[i] = (double)heightMap[i];
// dbm (danx0r) -- creating a buffer zone of one extra sample all around // dbm (danx0r) -- creating a buffer zone of one extra sample all around
_origheightmap = heightMap; // _origheightmap = heightMap;
const uint heightmapWidth = m_regionWidth + 2; const uint heightmapWidth = m_regionWidth + 2;
const uint heightmapHeight = m_regionHeight + 2; const uint heightmapHeight = m_regionHeight + 2;
const uint heightmapWidthSamples = 2*m_regionWidth + 2; const uint heightmapWidthSamples = 2*m_regionWidth + 2;