Code Cleanup: remove unused m_contactProcessingThreshold

This commit is contained in:
Campbell Barton 2014-05-08 14:22:47 +10:00
parent ba88824f32
commit 88e5705a3f
5 changed files with 7 additions and 9 deletions

View File

@ -1002,8 +1002,6 @@ Object *BKE_object_add_only_object(Main *bmain, int type, const char *name)
ob->margin = 0.04f;
ob->init_state = 1;
ob->state = 1;
/* ob->pad3 == Contact Processing Threshold */
ob->m_contactProcessingThreshold = 1.0f;
ob->obstacleRad = 1.0f;
ob->step_height = 0.15f;
ob->jump_speed = 10.0f;

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@ -3570,8 +3570,6 @@ void blo_do_versions_pre250(FileData *fd, Library *lib, Main *main)
Object *ob;
World *wrld;
for (ob = main->object.first; ob; ob = ob->id.next) {
/* pad3 is used for m_contactProcessingThreshold */
ob->m_contactProcessingThreshold = 1.0f;
if (ob->parent) {
/* check if top parent has compound shape set and if yes, set this object
* to compound shaper as well (was the behavior before, now it's optional) */

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@ -122,6 +122,8 @@ bool ED_texture_context_check_linestyle(const bContext *C)
}
}
}
#else
(void)C;
#endif
return false;
}

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@ -190,6 +190,8 @@ typedef struct Object {
int dupon, dupoff, dupsta, dupend;
int pad;
/* during realtime */
/* note that inertia is only called inertia for historical reasons
@ -210,7 +212,6 @@ typedef struct Object {
float margin;
float max_vel; /* clamp the maximum velocity 0.0 is disabled */
float min_vel; /* clamp the minimum velocity 0.0 is disabled */
float m_contactProcessingThreshold;
float obstacleRad;
/* "Character" physics properties */

View File

@ -287,8 +287,8 @@ struct CcdConstructionInfo
m_fh_spring(0.f),
m_fh_damping(0.f),
m_fh_distance(1.f),
m_fh_normal(false),
m_contactProcessingThreshold(1e10f)
m_fh_normal(false)
// m_contactProcessingThreshold(1e10f)
{
}
@ -390,8 +390,7 @@ struct CcdConstructionInfo
///however, rigid body stacking is more stable when positive contacts are still passed into the constraint solver
///this might sometimes lead to collisions with 'internal edges' such as a sliding character controller
///so disable/set m_contactProcessingThreshold to zero for sliding characters etc.
float m_contactProcessingThreshold;///< Process contacts with positive distance in range [0..INF]
// float m_contactProcessingThreshold;///< Process contacts with positive distance in range [0..INF]
};
class btRigidBody;