EntityBase.cs 5.0 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.Reflection;
  29. using System.Runtime.Serialization;
  30. using System.Security.Permissions;
  31. using log4net;
  32. using OpenSim.Framework;
  33. using OpenMetaverse;
  34. namespace OpenSim.Region.Framework.Scenes
  35. {
  36. public abstract class EntityBase : ISceneEntity
  37. {
  38. // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  39. /// <summary>
  40. /// The scene to which this entity belongs
  41. /// </summary>
  42. public Scene Scene
  43. {
  44. get { return m_scene; }
  45. }
  46. protected Scene m_scene;
  47. protected UUID m_uuid;
  48. public virtual UUID UUID
  49. {
  50. get { return m_uuid; }
  51. set { m_uuid = value; }
  52. }
  53. protected string m_name;
  54. /// <summary>
  55. /// The name of this entity
  56. /// </summary>
  57. public virtual string Name
  58. {
  59. get { return m_name; }
  60. set { m_name = value; }
  61. }
  62. /// <summary>
  63. /// Signals whether this entity was in a scene but has since been removed from it.
  64. /// </summary>
  65. public bool IsDeleted { get; protected internal set; }
  66. protected Vector3 m_pos;
  67. /// <summary>
  68. /// Absolute position of this entity in a scene.
  69. /// </summary>
  70. public virtual Vector3 AbsolutePosition
  71. {
  72. get { return m_pos; }
  73. set
  74. {
  75. m_pos = value;
  76. }
  77. }
  78. protected Vector3 m_velocity;
  79. protected Vector3 m_rotationalvelocity;
  80. /// <summary>
  81. /// Current velocity of the entity.
  82. /// </summary>
  83. public virtual Vector3 Velocity
  84. {
  85. get { return m_velocity; }
  86. set { m_velocity = value; }
  87. }
  88. protected uint m_localId;
  89. public virtual uint LocalId
  90. {
  91. get { return m_localId; }
  92. set
  93. {
  94. m_localId = value;
  95. // m_log.DebugFormat("[ENTITY BASE]: Set part {0} to local id {1}", Name, m_localId);
  96. }
  97. }
  98. /// <summary>
  99. /// Creates a new Entity (should not occur on it's own)
  100. /// </summary>
  101. public EntityBase()
  102. {
  103. m_name = "(basic entity)";
  104. }
  105. /// <summary>
  106. /// Performs any updates that need to be done at each frame, as opposed to immediately.
  107. /// These included scheduled updates and updates that occur due to physics processing.
  108. /// </summary>
  109. public abstract void Update();
  110. /// <summary>
  111. /// Copies the entity
  112. /// </summary>
  113. /// <returns></returns>
  114. public virtual EntityBase Copy()
  115. {
  116. return (EntityBase) MemberwiseClone();
  117. }
  118. }
  119. //Nested Classes
  120. public class EntityIntersection
  121. {
  122. public Vector3 ipoint = new Vector3(0, 0, 0);
  123. public Vector3 normal = new Vector3(0, 0, 0);
  124. public Vector3 AAfaceNormal = new Vector3(0, 0, 0);
  125. public int face = -1;
  126. public bool HitTF = false;
  127. public SceneObjectPart obj;
  128. public float distance = 0;
  129. public EntityIntersection()
  130. {
  131. }
  132. public EntityIntersection(Vector3 _ipoint, Vector3 _normal, bool _HitTF)
  133. {
  134. ipoint = _ipoint;
  135. normal = _normal;
  136. HitTF = _HitTF;
  137. }
  138. }
  139. }