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author | John Hurliman | 2009-10-25 23:16:12 -0700 |
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committer | John Hurliman | 2009-10-26 18:23:43 -0700 |
commit | d199767e6991d6f368661fce9c5a072e564b8a4b (patch) | |
tree | d9347b8a424c0164e208f908613aa8fe1511444b /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |
parent | * Double the priority on avatar bake texture requests to get avatars rezzing ... (diff) | |
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Experimental change of PhysicsVector to Vector3. Untested
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index a87bde0..70f3112 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -167,9 +167,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
167 | 167 | ||
168 | [XmlIgnore] | 168 | [XmlIgnore] |
169 | public uint AttachmentPoint; | 169 | public uint AttachmentPoint; |
170 | 170 | ||
171 | [XmlIgnore] | 171 | [XmlIgnore] |
172 | public PhysicsVector RotationAxis = new PhysicsVector(1f, 1f, 1f); | 172 | public Vector3 RotationAxis = Vector3.One; |
173 | 173 | ||
174 | [XmlIgnore] | 174 | [XmlIgnore] |
175 | public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this | 175 | 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 | |||
537 | // Root prim actually goes at Position | 537 | // Root prim actually goes at Position |
538 | if (_parentID == 0) | 538 | if (_parentID == 0) |
539 | { | 539 | { |
540 | PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); | 540 | PhysActor.Position = value; |
541 | } | 541 | } |
542 | else | 542 | else |
543 | { | 543 | { |
544 | // To move the child prim in respect to the group position and rotation we have to calculate | 544 | // To move the child prim in respect to the group position and rotation we have to calculate |
545 | Vector3 resultingposition = GetWorldPosition(); | 545 | Vector3 resultingposition = GetWorldPosition(); |
546 | PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); | 546 | PhysActor.Position = resultingposition; |
547 | Quaternion resultingrot = GetWorldRotation(); | 547 | Quaternion resultingrot = GetWorldRotation(); |
548 | PhysActor.Orientation = resultingrot; | 548 | PhysActor.Orientation = resultingrot; |
549 | } | 549 | } |
@@ -585,7 +585,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
585 | if (_parentID != 0 && PhysActor != null) | 585 | if (_parentID != 0 && PhysActor != null) |
586 | { | 586 | { |
587 | Vector3 resultingposition = GetWorldPosition(); | 587 | Vector3 resultingposition = GetWorldPosition(); |
588 | PhysActor.Position = new PhysicsVector(resultingposition.X, resultingposition.Y, resultingposition.Z); | 588 | PhysActor.Position = resultingposition; |
589 | Quaternion resultingrot = GetWorldRotation(); | 589 | Quaternion resultingrot = GetWorldRotation(); |
590 | PhysActor.Orientation = resultingrot; | 590 | PhysActor.Orientation = resultingrot; |
591 | 591 | ||
@@ -675,7 +675,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
675 | { | 675 | { |
676 | if (PhysActor.IsPhysical) | 676 | if (PhysActor.IsPhysical) |
677 | { | 677 | { |
678 | PhysActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z); | 678 | PhysActor.Velocity = value; |
679 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 679 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
680 | } | 680 | } |
681 | } | 681 | } |
@@ -817,7 +817,7 @@ if (m_shape != null) { | |||
817 | { | 817 | { |
818 | if (m_parentGroup.Scene.PhysicsScene != null) | 818 | if (m_parentGroup.Scene.PhysicsScene != null) |
819 | { | 819 | { |
820 | PhysActor.Size = new PhysicsVector(m_shape.Scale.X, m_shape.Scale.Y, m_shape.Scale.Z); | 820 | PhysActor.Size = m_shape.Scale; |
821 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 821 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
822 | } | 822 | } |
823 | } | 823 | } |
@@ -1225,7 +1225,7 @@ if (m_shape != null) { | |||
1225 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 1225 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1226 | public void ApplyImpulse(Vector3 impulsei, bool localGlobalTF) | 1226 | public void ApplyImpulse(Vector3 impulsei, bool localGlobalTF) |
1227 | { | 1227 | { |
1228 | PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); | 1228 | Vector3 impulse = impulsei; |
1229 | 1229 | ||
1230 | if (localGlobalTF) | 1230 | if (localGlobalTF) |
1231 | { | 1231 | { |
@@ -1233,7 +1233,7 @@ if (m_shape != null) { | |||
1233 | Quaternion AXgrot = grot; | 1233 | Quaternion AXgrot = grot; |
1234 | Vector3 AXimpulsei = impulsei; | 1234 | Vector3 AXimpulsei = impulsei; |
1235 | Vector3 newimpulse = AXimpulsei * AXgrot; | 1235 | Vector3 newimpulse = AXimpulsei * AXgrot; |
1236 | impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z); | 1236 | impulse = newimpulse; |
1237 | } | 1237 | } |
1238 | 1238 | ||
1239 | if (m_parentGroup != null) | 1239 | if (m_parentGroup != null) |
@@ -1251,7 +1251,7 @@ if (m_shape != null) { | |||
1251 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 1251 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1252 | public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF) | 1252 | public void ApplyAngularImpulse(Vector3 impulsei, bool localGlobalTF) |
1253 | { | 1253 | { |
1254 | PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); | 1254 | Vector3 impulse = impulsei; |
1255 | 1255 | ||
1256 | if (localGlobalTF) | 1256 | if (localGlobalTF) |
1257 | { | 1257 | { |
@@ -1259,7 +1259,7 @@ if (m_shape != null) { | |||
1259 | Quaternion AXgrot = grot; | 1259 | Quaternion AXgrot = grot; |
1260 | Vector3 AXimpulsei = impulsei; | 1260 | Vector3 AXimpulsei = impulsei; |
1261 | Vector3 newimpulse = AXimpulsei * AXgrot; | 1261 | Vector3 newimpulse = AXimpulsei * AXgrot; |
1262 | impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z); | 1262 | impulse = newimpulse; |
1263 | } | 1263 | } |
1264 | 1264 | ||
1265 | if (m_parentGroup != null) | 1265 | if (m_parentGroup != null) |
@@ -1277,7 +1277,7 @@ if (m_shape != null) { | |||
1277 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> | 1277 | /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> |
1278 | public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) | 1278 | public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) |
1279 | { | 1279 | { |
1280 | PhysicsVector impulse = new PhysicsVector(impulsei.X, impulsei.Y, impulsei.Z); | 1280 | Vector3 impulse = impulsei; |
1281 | 1281 | ||
1282 | if (localGlobalTF) | 1282 | if (localGlobalTF) |
1283 | { | 1283 | { |
@@ -1285,7 +1285,7 @@ if (m_shape != null) { | |||
1285 | Quaternion AXgrot = grot; | 1285 | Quaternion AXgrot = grot; |
1286 | Vector3 AXimpulsei = impulsei; | 1286 | Vector3 AXimpulsei = impulsei; |
1287 | Vector3 newimpulse = AXimpulsei * AXgrot; | 1287 | Vector3 newimpulse = AXimpulsei * AXgrot; |
1288 | impulse = new PhysicsVector(newimpulse.X, newimpulse.Y, newimpulse.Z); | 1288 | impulse = newimpulse; |
1289 | } | 1289 | } |
1290 | 1290 | ||
1291 | if (m_parentGroup != null) | 1291 | if (m_parentGroup != null) |
@@ -1333,8 +1333,8 @@ if (m_shape != null) { | |||
1333 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( | 1333 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( |
1334 | Name, | 1334 | Name, |
1335 | Shape, | 1335 | Shape, |
1336 | new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z), | 1336 | AbsolutePosition, |
1337 | new PhysicsVector(Scale.X, Scale.Y, Scale.Z), | 1337 | Scale, |
1338 | RotationOffset, | 1338 | RotationOffset, |
1339 | RigidBody); | 1339 | RigidBody); |
1340 | 1340 | ||
@@ -1523,7 +1523,7 @@ if (m_shape != null) { | |||
1523 | PhysicsJoint joint; | 1523 | PhysicsJoint joint; |
1524 | 1524 | ||
1525 | joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType, | 1525 | joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType, |
1526 | new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z), | 1526 | AbsolutePosition, |
1527 | this.RotationOffset, | 1527 | this.RotationOffset, |
1528 | Description, | 1528 | Description, |
1529 | bodyNames, | 1529 | bodyNames, |
@@ -1708,12 +1708,12 @@ if (m_shape != null) { | |||
1708 | } | 1708 | } |
1709 | } | 1709 | } |
1710 | 1710 | ||
1711 | public PhysicsVector GetForce() | 1711 | public Vector3 GetForce() |
1712 | { | 1712 | { |
1713 | if (PhysActor != null) | 1713 | if (PhysActor != null) |
1714 | return PhysActor.Force; | 1714 | return PhysActor.Force; |
1715 | else | 1715 | else |
1716 | return new PhysicsVector(); | 1716 | return Vector3.Zero; |
1717 | } | 1717 | } |
1718 | 1718 | ||
1719 | public void GetProperties(IClientAPI client) | 1719 | public void GetProperties(IClientAPI client) |
@@ -2078,7 +2078,7 @@ if (m_shape != null) { | |||
2078 | } | 2078 | } |
2079 | } | 2079 | } |
2080 | 2080 | ||
2081 | public void PhysicsOutOfBounds(PhysicsVector pos) | 2081 | public void PhysicsOutOfBounds(Vector3 pos) |
2082 | { | 2082 | { |
2083 | m_log.Error("[PHYSICS]: Physical Object went out of bounds."); | 2083 | m_log.Error("[PHYSICS]: Physical Object went out of bounds."); |
2084 | 2084 | ||
@@ -2564,7 +2564,7 @@ if (m_shape != null) { | |||
2564 | } | 2564 | } |
2565 | } | 2565 | } |
2566 | 2566 | ||
2567 | public void SetForce(PhysicsVector force) | 2567 | public void SetForce(Vector3 force) |
2568 | { | 2568 | { |
2569 | if (PhysActor != null) | 2569 | if (PhysActor != null) |
2570 | { | 2570 | { |
@@ -2588,7 +2588,7 @@ if (m_shape != null) { | |||
2588 | } | 2588 | } |
2589 | } | 2589 | } |
2590 | 2590 | ||
2591 | public void SetVehicleVectorParam(int param, PhysicsVector value) | 2591 | public void SetVehicleVectorParam(int param, Vector3 value) |
2592 | { | 2592 | { |
2593 | if (PhysActor != null) | 2593 | if (PhysActor != null) |
2594 | { | 2594 | { |
@@ -3430,8 +3430,8 @@ if (m_shape != null) { | |||
3430 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( | 3430 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( |
3431 | Name, | 3431 | Name, |
3432 | Shape, | 3432 | Shape, |
3433 | new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z), | 3433 | AbsolutePosition, |
3434 | new PhysicsVector(Scale.X, Scale.Y, Scale.Z), | 3434 | Scale, |
3435 | RotationOffset, | 3435 | RotationOffset, |
3436 | UsePhysics); | 3436 | UsePhysics); |
3437 | 3437 | ||