diff options
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r-- | source/blender/blenkernel/intern/softbody.c | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index 58aa171e97b..978b3c9864f 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -678,7 +678,7 @@ static void add_mesh_quad_diag_springs(Object *ob) } } -static void add_2nd_order_roller(Object *ob,float stiffness,int *counter, int addsprings) +static void add_2nd_order_roller(Object *ob,float UNUSED(stiffness), int *counter, int addsprings) { /*assume we have a softbody*/ SoftBody *sb= ob->soft; /* is supposed to be there */ @@ -1029,7 +1029,7 @@ static int query_external_colliders(Scene *scene, Object *me) /* +++ the aabb "force" section*/ -static int sb_detect_aabb_collisionCached( float force[3], unsigned int par_layer,struct Object *vertexowner,float UNUSED(time)) +static int sb_detect_aabb_collisionCached( float UNUSED(force[3]), unsigned int UNUSED(par_layer),struct Object *vertexowner,float UNUSED(time)) { Object *ob; SoftBody *sb=vertexowner->soft; @@ -1094,7 +1094,7 @@ static int sb_detect_aabb_collisionCached( float force[3], unsigned int par_laye /* +++ the face external section*/ static int sb_detect_face_pointCached(float face_v1[3],float face_v2[3],float face_v3[3],float *damp, - float force[3], unsigned int par_layer,struct Object *vertexowner,float time) + float force[3], unsigned int UNUSED(par_layer),struct Object *vertexowner,float time) { Object *ob; GHash *hash; @@ -1192,7 +1192,7 @@ static int sb_detect_face_pointCached(float face_v1[3],float face_v2[3],float fa static int sb_detect_face_collisionCached(float face_v1[3],float face_v2[3],float face_v3[3],float *damp, - float force[3], unsigned int par_layer,struct Object *vertexowner,float time) + float force[3], unsigned int UNUSED(par_layer),struct Object *vertexowner,float time) { Object *ob; GHash *hash; @@ -1418,7 +1418,7 @@ static void scan_for_ext_face_forces(Object *ob,float timenow) /* +++ the spring external section*/ static int sb_detect_edge_collisionCached(float edge_v1[3],float edge_v2[3],float *damp, - float force[3], unsigned int par_layer,struct Object *vertexowner,float time) + float force[3], unsigned int UNUSED(par_layer),struct Object *vertexowner,float time) { Object *ob; GHash *hash; @@ -1659,7 +1659,7 @@ static void *exec_scan_for_ext_spring_forces(void *data) return 0; } -static void sb_sfesf_threads_run(Scene *scene, struct Object *ob, float timenow,int totsprings,int *ptr_to_break_func()) +static void sb_sfesf_threads_run(Scene *scene, struct Object *ob, float timenow,int totsprings,int *UNUSED(ptr_to_break_func())) { ListBase *do_effector = NULL; ListBase threads; @@ -1749,7 +1749,7 @@ static int choose_winner(float*w, float* pos,float*a,float*b,float*c,float*ca,fl static int sb_detect_vertex_collisionCached(float opco[3], float facenormal[3], float *damp, - float force[3], unsigned int par_layer,struct Object *vertexowner, + float force[3], unsigned int UNUSED(par_layer), struct Object *vertexowner, float time,float vel[3], float *intrusion) { Object *ob= NULL; @@ -2084,7 +2084,7 @@ static void dfdv_goal(int ia, int ic,float factor) for(i=0;i<3;i++) nlMatrixAdd(ia+i,ic+i,factor); } */ -static void sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float forcetime,int nl_flags) +static void sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float UNUSED(forcetime), int nl_flags) { SoftBody *sb= ob->soft; /* is supposed to be there */ BodyPoint *bp1,*bp2; @@ -2175,7 +2175,7 @@ static void sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float fo /* since this is definitely the most CPU consuming task here .. try to spread it */ /* core function _softbody_calc_forces_slice_in_a_thread */ /* result is int to be able to flag user break */ -static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, float forcetime, float timenow,int ifirst,int ilast,int *ptr_to_break_func(),ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor) +static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, float forcetime, float timenow,int ifirst,int ilast,int *UNUSED(ptr_to_break_func()),ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor) { float iks; int bb,do_selfcollision,do_springcollision,do_aero; @@ -2386,7 +2386,7 @@ static void *exec_softbody_calc_forces(void *data) return 0; } -static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float timenow,int totpoint,int *ptr_to_break_func(),struct ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor) +static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float timenow,int totpoint,int *UNUSED(ptr_to_break_func()),struct ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor) { ListBase threads; SB_thread_context *sb_threads; @@ -2444,7 +2444,7 @@ static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float t MEM_freeN(sb_threads); } -static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, float timenow, int nl_flags) +static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, float timenow, int UNUSED(nl_flags)) { /* rule we never alter free variables :bp->vec bp->pos in here ! * this will ruin adaptive stepsize AKA heun! (BM) |