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authorMitchell Stokes <mogurijin@gmail.com>2013-02-21 22:30:11 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-02-21 22:30:11 +0400
commit815e00917dcb4137f9687ab602f527920fa8c41d (patch)
tree4c089bc7f19a9249f59428268c8aa99edad1b438 /source/gameengine/Converter
parent6b600d079351fa5490d74d5661c47346196e57f3 (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.cpp7
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)