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Experimental change of PhysicsVector to Vector3. Untested
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@@ -139,7 +139,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP,
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avCapRadius, avStandupTensor, avDensity,
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@@ -177,14 +177,14 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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}
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}
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private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
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private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
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IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
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{
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PhysicsVector pos = new PhysicsVector(position.X, position.Y, position.Z);
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Vector3 pos = position;
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//pos.X = position.X;
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//pos.Y = position.Y;
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//pos.Z = position.Z;
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PhysicsVector siz = new PhysicsVector();
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Vector3 siz = Vector3.Zero;
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siz.X = size.X;
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siz.Y = size.Y;
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siz.Z = size.Z;
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@@ -201,12 +201,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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return newPrim;
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation)
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation)
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{
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return AddPrimShape(primName, pbs, position, size, rotation, false);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, bool isPhysical)
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical)
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{
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PhysicsActor result;
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IMesh mesh = null;
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