Experimental change of PhysicsVector to Vector3. Untested

This commit is contained in:
John Hurliman
2009-10-25 23:16:12 -07:00
parent b6651ce790
commit d199767e69
32 changed files with 867 additions and 879 deletions

View File

@@ -167,9 +167,9 @@ namespace OpenSim.Region.Framework.Scenes
[XmlIgnore]
public uint AttachmentPoint;
[XmlIgnore]
public PhysicsVector RotationAxis = new PhysicsVector(1f, 1f, 1f);
public Vector3 RotationAxis = Vector3.One;
[XmlIgnore]
public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
@@ -537,13 +537,13 @@ namespace OpenSim.Region.Framework.Scenes
// Root prim actually goes at Position
if (_parentID == 0)
{
PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
PhysActor.Position = value;
}
else
{
// To move the child prim in respect to the group position and rotation we have to calculate
Vector3 resultingposition = GetWorldPosition();
PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
PhysActor.Position = resultingposition;
Quaternion resultingrot = GetWorldRotation();
PhysActor.Orientation = resultingrot;
}
@@ -585,7 +585,7 @@ namespace OpenSim.Region.Framework.Scenes
if (_parentID != 0 && PhysActor != null)
{
Vector3 resultingposition = GetWorldPosition();
PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z);
PhysActor.Position = resultingposition;
Quaternion resultingrot = GetWorldRotation();
PhysActor.Orientation = resultingrot;
@@ -675,7 +675,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (PhysActor.IsPhysical)
{
PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
PhysActor.Velocity = value;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
@@ -817,7 +817,7 @@ if (m_shape != null) {
{
if (m_parentGroup.Scene.PhysicsScene != null)
{
PhysActor.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z);
PhysActor.Size = m_shape.Scale;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
@@ -1225,7 +1225,7 @@ if (m_shape != null) {
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
public void ApplyImpulse(Vector3 impulsei, bool localGlobalTF)
{
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
Vector3 impulse = impulsei;
if (localGlobalTF)
{
@@ -1233,7 +1233,7 @@ if (m_shape != null) {
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
impulse = newimpulse;
}
if (m_parentGroup != null)
@@ -1251,7 +1251,7 @@ if (m_shape != null) {
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF)
{
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
Vector3 impulse = impulsei;
if (localGlobalTF)
{
@@ -1259,7 +1259,7 @@ if (m_shape != null) {
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
impulse = newimpulse;
}
if (m_parentGroup != null)
@@ -1277,7 +1277,7 @@ if (m_shape != null) {
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF)
{
PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z);
Vector3 impulse = impulsei;
if (localGlobalTF)
{
@@ -1285,7 +1285,7 @@ if (m_shape != null) {
Quaternion AXgrot = grot;
Vector3 AXimpulsei = impulsei;
Vector3 newimpulse = AXimpulsei * AXgrot;
impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z);
impulse = newimpulse;
}
if (m_parentGroup != null)
@@ -1333,8 +1333,8 @@ if (m_shape != null) {
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
Name,
Shape,
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
AbsolutePosition,
Scale,
RotationOffset,
RigidBody);
@@ -1523,7 +1523,7 @@ if (m_shape != null) {
PhysicsJoint joint;
joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
AbsolutePosition,
this.RotationOffset,
Description,
bodyNames,
@@ -1708,12 +1708,12 @@ if (m_shape != null) {
}
}
public PhysicsVector GetForce()
public Vector3 GetForce()
{
if (PhysActor != null)
return PhysActor.Force;
else
return new PhysicsVector();
return Vector3.Zero;
}
public void GetProperties(IClientAPI client)
@@ -2078,7 +2078,7 @@ if (m_shape != null) {
}
}
public void PhysicsOutOfBounds(PhysicsVector pos)
public void PhysicsOutOfBounds(Vector3 pos)
{
m_log.Error("[PHYSICS]: Physical Object went out of bounds.");
@@ -2564,7 +2564,7 @@ if (m_shape != null) {
}
}
public void SetForce(PhysicsVector force)
public void SetForce(Vector3 force)
{
if (PhysActor != null)
{
@@ -2588,7 +2588,7 @@ if (m_shape != null) {
}
}
public void SetVehicleVectorParam(int param, PhysicsVector value)
public void SetVehicleVectorParam(int param, Vector3 value)
{
if (PhysActor != null)
{
@@ -3430,8 +3430,8 @@ if (m_shape != null) {
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
Name,
Shape,
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z),
new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
AbsolutePosition,
Scale,
RotationOffset,
UsePhysics);