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