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NullPhysicsScene.cs 4.2 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.Collections.Generic;
  28. using System.Reflection;
  29. using log4net;
  30. using Nini.Config;
  31. using OpenSim.Framework;
  32. using OpenMetaverse;
  33. namespace OpenSim.Region.Physics.Manager
  34. {
  35. class NullPhysicsScene : PhysicsScene
  36. {
  37. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  38. private static int m_workIndicator;
  39. public override void Initialise(IMesher meshmerizer, IConfigSource config)
  40. {
  41. // Does nothing right now
  42. }
  43. public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
  44. {
  45. m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
  46. return PhysicsActor.Null;
  47. }
  48. public override void RemoveAvatar(PhysicsActor actor)
  49. {
  50. }
  51. public override void RemovePrim(PhysicsActor prim)
  52. {
  53. }
  54. public override void SetWaterLevel(float baseheight)
  55. {
  56. }
  57. /*
  58. public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
  59. {
  60. m_log.InfoFormat("NullPhysicsScene : AddPrim({0},{1})", position, size);
  61. return PhysicsActor.Null;
  62. }
  63. */
  64. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
  65. Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
  66. {
  67. m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
  68. return PhysicsActor.Null;
  69. }
  70. public override void AddPhysicsActorTaint(PhysicsActor prim)
  71. {
  72. }
  73. public override float Simulate(float timeStep)
  74. {
  75. m_workIndicator = (m_workIndicator + 1) % 10;
  76. return 0f;
  77. }
  78. public override void GetResults()
  79. {
  80. m_log.Info("[PHYSICS]: NullPhysicsScene : GetResults()");
  81. }
  82. public override void SetTerrain(float[] heightMap)
  83. {
  84. m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
  85. }
  86. public override void DeleteTerrain()
  87. {
  88. }
  89. public override bool IsThreaded
  90. {
  91. get { return false; }
  92. }
  93. public override void Dispose()
  94. {
  95. }
  96. public override Dictionary<uint,float> GetTopColliders()
  97. {
  98. Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
  99. return returncolliders;
  100. }
  101. }
  102. }