From 1d02636c27de64f8acec5bb9a76f8659f0bfdd2b Mon Sep 17 00:00:00 2001 From: Dr Scofield Date: Fri, 22 May 2009 14:57:00 +0000 Subject: cleaning out warnings. NOTE: we currently have a gazillion warnings caused stuff flagged as "obsolete" (OGS1 stuff) --- what's up with that? --- .../BulletDotNETPlugin/BulletDotNETCharacter.cs | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs') diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs index c0a016e..8da9687 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs @@ -60,7 +60,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin private btQuaternion m_bodyOrientation; private btDefaultMotionState m_bodyMotionState; private btGeneric6DofConstraint m_aMotor; - private PhysicsVector m_movementComparision; + // private PhysicsVector m_movementComparision; private PhysicsVector m_position; private PhysicsVector m_zeroPosition; private bool m_zeroFlag = false; @@ -95,15 +95,15 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing) private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. private bool m_taintRemove = false; - private bool m_taintedPosition = false; - private PhysicsVector m_taintedPosition_value; + // private bool m_taintedPosition = false; + // private PhysicsVector m_taintedPosition_value; private PhysicsVector m_taintedForce; private float m_buoyancy = 0f; // private CollisionLocker ode; - private string m_name = String.Empty; + // private string m_name = String.Empty; private bool[] m_colliderarr = new bool[11]; private bool[] m_colliderGroundarr = new bool[11]; @@ -113,7 +113,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin private BulletDotNETScene m_parent_scene; public int m_eventsubscription = 0; - private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); + // private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) { @@ -147,7 +147,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin m_parent_scene.AddPhysicsActorTaint(this); - m_name = avName; + // m_name = avName; tempVector1 = new btVector3(0, 0, 0); tempVector2 = new btVector3(0, 0, 0); tempVector3 = new btVector3(0, 0, 0); @@ -159,7 +159,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempQuat1 = new btQuaternion(0, 0, 0, 1); tempTrans1 = new btTransform(tempQuat1, tempVector1); - m_movementComparision = new PhysicsVector(0, 0, 0); + // m_movementComparision = new PhysicsVector(0, 0, 0); m_CapsuleOrientationAxis = new btVector3(1, 0, 1); @@ -327,9 +327,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin get { return m_position; } set { - m_taintedPosition_value = value; + // m_taintedPosition_value = value; m_position = value; - m_taintedPosition = true; + // m_taintedPosition = true; } } @@ -772,7 +772,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempQuat1 = new btQuaternion(0, 0, 0, 1); tempTrans1 = new btTransform(tempQuat1, tempVector1); - m_movementComparision = new PhysicsVector(0, 0, 0); + // m_movementComparision = new PhysicsVector(0, 0, 0); m_CapsuleOrientationAxis = new btVector3(1, 0, 1); } @@ -803,7 +803,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempQuat1 = new btQuaternion(0, 0, 0, 1); tempTrans1 = new btTransform(tempQuat1, tempVector1); - m_movementComparision = new PhysicsVector(0, 0, 0); + // m_movementComparision = new PhysicsVector(0, 0, 0); m_CapsuleOrientationAxis = new btVector3(1, 0, 1); AvatarGeomAndBodyCreation(m_position.X, m_position.Y, -- cgit v1.1