private PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) { Vec3 pos = new Vec3(); pos.X = position.X; pos.Y = position.Y; pos.Z = position.Z; Vec3 siz = new Vec3(); siz.X = size.X; siz.Y = size.Y; siz.Z = size.Z; PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz)); _prims.Add(act); return(act); }
private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) { Vec3 pos = new Vec3(); pos.X = position.X; pos.Y = position.Y; pos.Z = position.Z; Vec3 siz = new Vec3(); siz.X = size.X; siz.Y = size.Y; siz.Z = size.Z; PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz)); _prims.Add(act); return act; }