POSPrim.cs 7.8 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using Nini.Config;
  30. using OpenMetaverse;
  31. using OpenSim.Framework;
  32. using OpenSim.Region.PhysicsModules.SharedBase;
  33. namespace OpenSim.Region.PhysicsModule.POS
  34. {
  35. public class POSPrim : PhysicsActor
  36. {
  37. private Vector3 _position;
  38. private Vector3 _velocity;
  39. private Vector3 _acceleration;
  40. private Vector3 _size;
  41. private Vector3 m_rotationalVelocity = Vector3.Zero;
  42. private Quaternion _orientation;
  43. private bool iscolliding;
  44. public POSPrim()
  45. {
  46. }
  47. public override int PhysicsActorType
  48. {
  49. get { return (int) ActorTypes.Prim; }
  50. set { return; }
  51. }
  52. public override Vector3 RotationalVelocity
  53. {
  54. get { return m_rotationalVelocity; }
  55. set { m_rotationalVelocity = value; }
  56. }
  57. public override bool IsPhysical
  58. {
  59. get { return false; }
  60. set { return; }
  61. }
  62. public override bool ThrottleUpdates
  63. {
  64. get { return false; }
  65. set { return; }
  66. }
  67. public override bool IsColliding
  68. {
  69. get { return iscolliding; }
  70. set { iscolliding = value; }
  71. }
  72. public override bool CollidingGround
  73. {
  74. get { return false; }
  75. set { return; }
  76. }
  77. public override bool CollidingObj
  78. {
  79. get { return false; }
  80. set { return; }
  81. }
  82. public override bool Stopped
  83. {
  84. get { return false; }
  85. }
  86. public override Vector3 Position
  87. {
  88. get { return _position; }
  89. set { _position = value; }
  90. }
  91. public override Vector3 Size
  92. {
  93. get { return _size; }
  94. set { _size = value; }
  95. }
  96. public override float Mass
  97. {
  98. get { return 0f; }
  99. }
  100. public override Vector3 Force
  101. {
  102. get { return Vector3.Zero; }
  103. set { return; }
  104. }
  105. public override int VehicleType
  106. {
  107. get { return 0; }
  108. set { return; }
  109. }
  110. public override void VehicleFloatParam(int param, float value)
  111. {
  112. }
  113. public override void VehicleVectorParam(int param, Vector3 value)
  114. {
  115. }
  116. public override void VehicleRotationParam(int param, Quaternion rotation)
  117. {
  118. }
  119. public override void VehicleFlags(int param, bool remove) { }
  120. public override void SetVolumeDetect(int param)
  121. {
  122. }
  123. public override Vector3 CenterOfMass
  124. {
  125. get { return Vector3.Zero; }
  126. }
  127. public override Vector3 GeometricCenter
  128. {
  129. get { return Vector3.Zero; }
  130. }
  131. public override PrimitiveBaseShape Shape
  132. {
  133. set { return; }
  134. }
  135. public override float Buoyancy
  136. {
  137. get { return 0f; }
  138. set { return; }
  139. }
  140. public override bool FloatOnWater
  141. {
  142. set { return; }
  143. }
  144. public override Vector3 Velocity
  145. {
  146. get { return _velocity; }
  147. set { _velocity = value; }
  148. }
  149. public override float CollisionScore
  150. {
  151. get { return 0f; }
  152. set { }
  153. }
  154. public override Quaternion Orientation
  155. {
  156. get { return _orientation; }
  157. set { _orientation = value; }
  158. }
  159. public override Vector3 Acceleration
  160. {
  161. get { return _acceleration; }
  162. set { _acceleration = value; }
  163. }
  164. public override bool Kinematic
  165. {
  166. get { return true; }
  167. set { }
  168. }
  169. public override void AddForce(Vector3 force, bool pushforce)
  170. {
  171. }
  172. public override void AddAngularForce(Vector3 force, bool pushforce)
  173. {
  174. }
  175. public override Vector3 Torque
  176. {
  177. get { return Vector3.Zero; }
  178. set { return; }
  179. }
  180. public override void SetMomentum(Vector3 momentum)
  181. {
  182. }
  183. public override bool Flying
  184. {
  185. get { return false; }
  186. set { }
  187. }
  188. public override bool SetAlwaysRun
  189. {
  190. get { return false; }
  191. set { return; }
  192. }
  193. public override uint LocalID
  194. {
  195. set { return; }
  196. }
  197. public override bool Grabbed
  198. {
  199. set { return; }
  200. }
  201. public override void link(PhysicsActor obj)
  202. {
  203. }
  204. public override void delink()
  205. {
  206. }
  207. public override void LockAngularMotion(Vector3 axis)
  208. {
  209. }
  210. public override bool Selected
  211. {
  212. set { return; }
  213. }
  214. public override void CrossingFailure()
  215. {
  216. }
  217. public override Vector3 PIDTarget
  218. {
  219. set { return; }
  220. }
  221. public override bool PIDActive
  222. {
  223. get { return false; }
  224. set { return; }
  225. }
  226. public override float PIDTau
  227. {
  228. set { return; }
  229. }
  230. public override float PIDHoverHeight
  231. {
  232. set { return; }
  233. }
  234. public override bool PIDHoverActive
  235. {
  236. set { return; }
  237. }
  238. public override PIDHoverType PIDHoverType
  239. {
  240. set { return; }
  241. }
  242. public override float PIDHoverTau
  243. {
  244. set { return; }
  245. }
  246. public override Quaternion APIDTarget
  247. {
  248. set { return; }
  249. }
  250. public override bool APIDActive
  251. {
  252. set { return; }
  253. }
  254. public override float APIDStrength
  255. {
  256. set { return; }
  257. }
  258. public override float APIDDamping
  259. {
  260. set { return; }
  261. }
  262. public override void SubscribeEvents(int ms)
  263. {
  264. }
  265. public override void UnSubscribeEvents()
  266. {
  267. }
  268. public override bool SubscribedEvents()
  269. {
  270. return false;
  271. }
  272. }
  273. }