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

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