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-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs113
1 files changed, 55 insertions, 58 deletions
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
index 4805d79..8956f1a 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
@@ -345,7 +345,6 @@ namespace OpenSim.Region.Physics.PhysXPlugin
345 345
346 public class PhysXPrim : PhysicsActor 346 public class PhysXPrim : PhysicsActor
347 { 347 {
348 private PhysicsVector _position;
349 private PhysicsVector _velocity; 348 private PhysicsVector _velocity;
350 private PhysicsVector _acceleration; 349 private PhysicsVector _acceleration;
351 private PhysicsVector m_rotationalVelocity; 350 private PhysicsVector m_rotationalVelocity;
@@ -354,7 +353,6 @@ namespace OpenSim.Region.Physics.PhysXPlugin
354 public PhysXPrim(NxActor prim) 353 public PhysXPrim(NxActor prim)
355 { 354 {
356 _velocity = new PhysicsVector(); 355 _velocity = new PhysicsVector();
357 _position = new PhysicsVector();
358 _acceleration = new PhysicsVector(); 356 _acceleration = new PhysicsVector();
359 _prim = prim; 357 _prim = prim;
360 } 358 }
@@ -437,76 +435,75 @@ namespace OpenSim.Region.Physics.PhysXPlugin
437 } 435 }
438 } 436 }
439 437
440 public override PhysicsVector Velocity 438 public override PhysicsVector Velocity
441 { 439 {
442 get 440 get
443 { 441 {
444 return _velocity; 442 return _velocity;
445 } 443 }
446 set 444 set
447 { 445 {
448 _velocity = value; 446 _velocity = value;
449 } 447 }
450 } 448 }
451 449
452 public override bool Kinematic 450 public override bool Kinematic
453 { 451 {
454 get 452 get
455 { 453 {
456 return this._prim.Kinematic; 454 return this._prim.Kinematic;
457 } 455 }
458 set 456 set
459 { 457 {
460 this._prim.Kinematic = value; 458 this._prim.Kinematic = value;
461 } 459 }
462 } 460 }
463 461
464 public override Quaternion Orientation 462 public override Quaternion Orientation
465 { 463 {
466 get 464 get
467 { 465 {
468 Quaternion res = new Quaternion(); 466 Quaternion res = new Quaternion();
469 PhysXWrapper.Quaternion quat = this._prim.GetOrientation(); 467 PhysXWrapper.Quaternion quat = this._prim.GetOrientation();
470 res.w = quat.W; 468 res.w = quat.W;
471 res.x = quat.X; 469 res.x = quat.X;
472 res.y = quat.Y; 470 res.y = quat.Y;
473 res.z = quat.Z; 471 res.z = quat.Z;
474 return res; 472 return res;
475 } 473 }
476 set 474 set
477 { 475 {
478 476
479 } 477 }
480 } 478 }
481 479
482 public override PhysicsVector Acceleration 480 public override PhysicsVector Acceleration
483 { 481 {
484 get 482 get
485 { 483 {
486 return _acceleration; 484 return _acceleration;
487 } 485 }
488 486
489 } 487 }
490 public void SetAcceleration (PhysicsVector accel) 488 public void SetAcceleration (PhysicsVector accel)
491 { 489 {
492 this._acceleration = accel; 490 this._acceleration = accel;
493 } 491 }
494 492
495 public override void AddForce(PhysicsVector force) 493 public override void AddForce(PhysicsVector force)
496 { 494 {
497 495
498 } 496 }
499 497
500 public override void SetMomentum(PhysicsVector momentum) 498 public override void SetMomentum(PhysicsVector momentum)
501 { 499 {
502 500
503 } 501 }
504 502
505 public override PhysicsVector Size 503 public override PhysicsVector Size
506 { 504 {
507 get { return new PhysicsVector(0, 0, 0); } 505 get { return new PhysicsVector(0, 0, 0); }
508 set { } 506 set { }
509 } 507 }
510
511 } 508 }
512} 509}