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authorJeff Ames2008-03-25 03:49:08 +0000
committerJeff Ames2008-03-25 03:49:08 +0000
commit9d1b42c39a779c84dd091a817d2f6e5f434777c4 (patch)
tree0c1c0ad1db253daf3f8fa8389d2a5ae98b899c11 /OpenSim/Region/Physics/OdePlugin
parentFix a couple more warnings. (diff)
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Comment out unused private methods.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs41
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs11
2 files changed, 26 insertions, 26 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index b870a77..62978fd 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -504,26 +504,27 @@ namespace OpenSim.Region.Physics.OdePlugin
504 { 504 {
505 505
506 } 506 }
507 private void standupStraight() 507
508 { 508// TODO: unused:
509 509// private void standupStraight()
510 // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air. 510// {
511 // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you 511// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
512 // change appearance and when you enter the simulator 512// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
513 // After this routine is done, the amotor stabilizes much quicker 513// // change appearance and when you enter the simulator
514 d.Vector3 feet; 514// // After this routine is done, the amotor stabilizes much quicker
515 d.Vector3 head; 515// d.Vector3 feet;
516 d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); 516// d.Vector3 head;
517 d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); 517// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
518 float posture = head.Z - feet.Z; 518// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
519 519// float posture = head.Z - feet.Z;
520 // restoring force proportional to lack of posture: 520
521 float servo = (2.5f - posture) * POSTURE_SERVO; 521// // restoring force proportional to lack of posture:
522 d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); 522// float servo = (2.5f - posture) * POSTURE_SERVO;
523 d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); 523// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
524 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); 524// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
525 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); 525// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
526 } 526// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
527// }
527 528
528 public override PhysicsVector Force 529 public override PhysicsVector Force
529 { 530 {
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index abac967..8529234 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -981,12 +981,11 @@ namespace OpenSim.Region.Physics.OdePlugin
981 981
982 #endregion 982 #endregion
983 983
984 private float GetTerrainHeightAtXY(float x, float y) 984// TODO: unused
985 { 985// private float GetTerrainHeightAtXY(float x, float y)
986 return (float)_origheightmap[(int)y * Constants.RegionSize + (int)x]; 986// {
987 987// return (float)_origheightmap[(int)y * Constants.RegionSize + (int)x];
988 988// }
989 }
990 989
991 #region Add/Remove Entities 990 #region Add/Remove Entities
992 991