From 9d1b42c39a779c84dd091a817d2f6e5f434777c4 Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Tue, 25 Mar 2008 03:49:08 +0000 Subject: Comment out unused private methods. --- OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 41 ++++++++++++------------ 1 file changed, 21 insertions(+), 20 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin/ODECharacter.cs') 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 { } - private void standupStraight() - { - - // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air. - // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you - // change appearance and when you enter the simulator - // After this routine is done, the amotor stabilizes much quicker - d.Vector3 feet; - d.Vector3 head; - d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); - d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); - float posture = head.Z - feet.Z; - - // restoring force proportional to lack of posture: - float servo = (2.5f - posture) * POSTURE_SERVO; - d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); - d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); - //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); - //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); - } + +// TODO: unused: +// private void standupStraight() +// { +// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air. +// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you +// // change appearance and when you enter the simulator +// // After this routine is done, the amotor stabilizes much quicker +// d.Vector3 feet; +// d.Vector3 head; +// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); +// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); +// float posture = head.Z - feet.Z; + +// // restoring force proportional to lack of posture: +// float servo = (2.5f - posture) * POSTURE_SERVO; +// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); +// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); +// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); +// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); +// } public override PhysicsVector Force { -- cgit v1.1