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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Reflection;
- using System.Runtime.Serialization;
- using System.Security.Permissions;
- using log4net;
- using OpenSim.Framework;
- using OpenMetaverse;
- namespace OpenSim.Region.Framework.Scenes
- {
- public abstract class EntityBase : ISceneEntity
- {
- // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// The scene to which this entity belongs
- /// </summary>
- public Scene Scene
- {
- get { return m_scene; }
- }
- protected Scene m_scene;
- protected UUID m_uuid;
- public virtual UUID UUID
- {
- get { return m_uuid; }
- set { m_uuid = value; }
- }
- protected string m_name;
- /// <summary>
- /// The name of this entity
- /// </summary>
- public virtual string Name
- {
- get { return m_name; }
- set { m_name = value; }
- }
- /// <summary>
- /// Signals whether this entity was in a scene but has since been removed from it.
- /// </summary>
- public bool IsDeleted { get; protected internal set; }
- protected Vector3 m_pos;
- /// <summary>
- /// Absolute position of this entity in a scene.
- /// </summary>
- public virtual Vector3 AbsolutePosition
- {
- get { return m_pos; }
- set
- {
- m_pos = value;
- }
- }
- protected Vector3 m_velocity;
- protected Vector3 m_rotationalvelocity;
- /// <summary>
- /// Current velocity of the entity.
- /// </summary>
- public virtual Vector3 Velocity
- {
- get { return m_velocity; }
- set { m_velocity = value; }
- }
- protected uint m_localId;
- public virtual uint LocalId
- {
- get { return m_localId; }
- set
- {
- m_localId = value;
- // m_log.DebugFormat("[ENTITY BASE]: Set part {0} to local id {1}", Name, m_localId);
- }
- }
- /// <summary>
- /// Creates a new Entity (should not occur on it's own)
- /// </summary>
- public EntityBase()
- {
- m_name = "(basic entity)";
- }
- /// <summary>
- /// Performs any updates that need to be done at each frame, as opposed to immediately.
- /// These included scheduled updates and updates that occur due to physics processing.
- /// </summary>
- public abstract void Update();
- /// <summary>
- /// Copies the entity
- /// </summary>
- /// <returns></returns>
- public virtual EntityBase Copy()
- {
- return (EntityBase) MemberwiseClone();
- }
- }
- //Nested Classes
- public class EntityIntersection
- {
- public Vector3 ipoint = new Vector3(0, 0, 0);
- public Vector3 normal = new Vector3(0, 0, 0);
- public Vector3 AAfaceNormal = new Vector3(0, 0, 0);
- public int face = -1;
- public bool HitTF = false;
- public SceneObjectPart obj;
- public float distance = 0;
- public EntityIntersection()
- {
- }
- public EntityIntersection(Vector3 _ipoint, Vector3 _normal, bool _HitTF)
- {
- ipoint = _ipoint;
- normal = _normal;
- HitTF = _HitTF;
- }
- }
- }
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