From d199767e6991d6f368661fce9c5a072e564b8a4b Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Sun, 25 Oct 2009 23:16:12 -0700 Subject: Experimental change of PhysicsVector to Vector3. Untested --- .../Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs') diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs index 18d4bab..9e048ab 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs @@ -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; -- cgit v1.1