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/Framework/Scenes/SceneObjectGroup.cs | 26 ++++++++++------------ 1 file changed, 12 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 34ada4c..38a0cff 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1479,8 +1479,8 @@ namespace OpenSim.Region.Framework.Scenes dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( dupe.RootPart.Name, pbs, - new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y, dupe.RootPart.AbsolutePosition.Z), - new PhysicsVector(dupe.RootPart.Scale.X, dupe.RootPart.Scale.Y, dupe.RootPart.Scale.Z), + dupe.RootPart.AbsolutePosition, + dupe.RootPart.Scale, dupe.RootPart.RotationOffset, dupe.RootPart.PhysActor.IsPhysical); @@ -1595,7 +1595,7 @@ namespace OpenSim.Region.Framework.Scenes */ } - public void applyImpulse(PhysicsVector impulse) + public void applyImpulse(Vector3 impulse) { // We check if rootpart is null here because scripts don't delete if you delete the host. // This means that unfortunately, we can pass a null physics actor to Simulate! @@ -1622,7 +1622,7 @@ namespace OpenSim.Region.Framework.Scenes } } - public void applyAngularImpulse(PhysicsVector impulse) + public void applyAngularImpulse(Vector3 impulse) { // We check if rootpart is null here because scripts don't delete if you delete the host. // This means that unfortunately, we can pass a null physics actor to Simulate! @@ -1641,7 +1641,7 @@ namespace OpenSim.Region.Framework.Scenes } } - public void setAngularImpulse(PhysicsVector impulse) + public void setAngularImpulse(Vector3 impulse) { // We check if rootpart is null here because scripts don't delete if you delete the host. // This means that unfortunately, we can pass a null physics actor to Simulate! @@ -1672,8 +1672,8 @@ namespace OpenSim.Region.Framework.Scenes { if (!IsAttachment) { - PhysicsVector torque = rootpart.PhysActor.Torque; - return new Vector3(torque.X, torque.Y, torque.Z); + Vector3 torque = rootpart.PhysActor.Torque; + return torque; } } } @@ -1706,7 +1706,7 @@ namespace OpenSim.Region.Framework.Scenes { if (rootpart.PhysActor != null) { - rootpart.PhysActor.PIDTarget = new PhysicsVector(target.X, target.Y, target.Z); + rootpart.PhysActor.PIDTarget = target; rootpart.PhysActor.PIDTau = tau; rootpart.PhysActor.PIDActive = true; } @@ -2374,7 +2374,7 @@ namespace OpenSim.Region.Framework.Scenes if (m_rootPart.PhysActor.IsPhysical) { Vector3 llmoveforce = pos - AbsolutePosition; - PhysicsVector grabforce = new PhysicsVector(llmoveforce.X, llmoveforce.Y, llmoveforce.Z); + Vector3 grabforce = llmoveforce; grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass; m_rootPart.PhysActor.AddForce(grabforce,true); m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); @@ -2479,7 +2479,7 @@ namespace OpenSim.Region.Framework.Scenes rotationAxis.Normalize(); //m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis); - PhysicsVector spinforce = new PhysicsVector(rotationAxis.X, rotationAxis.Y, rotationAxis.Z); + Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z); spinforce = (spinforce/8) * m_rootPart.PhysActor.Mass; // 8 is an arbitrary torque scaling factor m_rootPart.PhysActor.AddAngularForce(spinforce,true); m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); @@ -2706,8 +2706,7 @@ namespace OpenSim.Region.Framework.Scenes if (scale.Z > m_scene.m_maxPhys) scale.Z = m_scene.m_maxPhys; } - part.PhysActor.Size = - new PhysicsVector(scale.X, scale.Y, scale.Z); + part.PhysActor.Size = scale; m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); } //if (part.UUID != m_rootPart.UUID) @@ -2851,8 +2850,7 @@ namespace OpenSim.Region.Framework.Scenes if (part.PhysActor != null) { - part.PhysActor.Size = - new PhysicsVector(prevScale.X, prevScale.Y, prevScale.Z); + part.PhysActor.Size = prevScale; m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); } -- cgit v1.1