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author | Mitchell Stokes <mogurijin@gmail.com> | 2013-02-21 22:30:11 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2013-02-21 22:30:11 +0400 |
commit | 815e00917dcb4137f9687ab602f527920fa8c41d (patch) | |
tree | 4c089bc7f19a9249f59428268c8aa99edad1b438 /source/gameengine/Converter | |
parent | 6b600d079351fa5490d74d5661c47346196e57f3 (diff) |
BGE cleanup: Removing the PHY__Vector classes and replacing them with MT_Vectors. The PHY__Vectors didn't offer anything (not even any real abstraction) and they required annoying MT_Vector <-> PHY_Vector conversions all over the place. No functional changes.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertSensors.cpp | 7 |
1 files changed, 1 insertions, 6 deletions
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp index 538f9e2c833..acaf911c26e 100644 --- a/source/gameengine/Converter/KX_ConvertSensors.cpp +++ b/source/gameengine/Converter/KX_ConvertSensors.cpp @@ -260,14 +260,9 @@ void BL_ConvertSensors(struct Object* blenderobject, // this sumoObject is not deleted by a gameobj, so delete it ourself // later (memleaks)! float radius = blendernearsensor->dist; - PHY__Vector3 pos; const MT_Vector3& wpos = gameobj->NodeGetWorldPosition(); - pos[0] = (float)wpos[0]; - pos[1] = (float)wpos[1]; - pos[2] = (float)wpos[2]; - pos[3] = 0.f; bool bFindMaterial = false; - PHY_IPhysicsController* physCtrl = kxscene->GetPhysicsEnvironment()->CreateSphereController(radius,pos); + PHY_IPhysicsController* physCtrl = kxscene->GetPhysicsEnvironment()->CreateSphereController(radius,wpos); //will be done in KX_TouchEventManager::RegisterSensor() //if (isInActiveLayer) |