POSPrim.cs 7.6 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.Physics.Manager;
  33. namespace OpenSim.Region.Physics.POSPlugin
  34. {
  35. public class POSPrim : PhysicsActor
  36. {
  37. private PhysicsVector _position;
  38. private PhysicsVector _velocity;
  39. private PhysicsVector _acceleration;
  40. private PhysicsVector _size;
  41. private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
  42. private Quaternion _orientation;
  43. private bool iscolliding;
  44. public POSPrim()
  45. {
  46. _velocity = new PhysicsVector();
  47. _position = new PhysicsVector();
  48. _acceleration = new PhysicsVector();
  49. }
  50. public override int PhysicsActorType
  51. {
  52. get { return (int) ActorTypes.Prim; }
  53. set { return; }
  54. }
  55. public override PhysicsVector RotationalVelocity
  56. {
  57. get { return m_rotationalVelocity; }
  58. set { m_rotationalVelocity = value; }
  59. }
  60. public override bool IsPhysical
  61. {
  62. get { return false; }
  63. set { return; }
  64. }
  65. public override bool ThrottleUpdates
  66. {
  67. get { return false; }
  68. set { return; }
  69. }
  70. public override bool IsColliding
  71. {
  72. get { return iscolliding; }
  73. set { iscolliding = value; }
  74. }
  75. public override bool CollidingGround
  76. {
  77. get { return false; }
  78. set { return; }
  79. }
  80. public override bool CollidingObj
  81. {
  82. get { return false; }
  83. set { return; }
  84. }
  85. public override bool Stopped
  86. {
  87. get { return false; }
  88. }
  89. public override PhysicsVector Position
  90. {
  91. get { return _position; }
  92. set { _position = value; }
  93. }
  94. public override PhysicsVector Size
  95. {
  96. get { return _size; }
  97. set { _size = value; }
  98. }
  99. public override float Mass
  100. {
  101. get { return 0f; }
  102. }
  103. public override PhysicsVector Force
  104. {
  105. get { return PhysicsVector.Zero; }
  106. set { return; }
  107. }
  108. public override int VehicleType
  109. {
  110. get { return 0; }
  111. set { return; }
  112. }
  113. public override void VehicleFloatParam(int param, float value)
  114. {
  115. }
  116. public override void VehicleVectorParam(int param, PhysicsVector value)
  117. {
  118. }
  119. public override void VehicleRotationParam(int param, Quaternion rotation)
  120. {
  121. }
  122. public override void SetVolumeDetect(int param)
  123. {
  124. }
  125. public override PhysicsVector CenterOfMass
  126. {
  127. get { return PhysicsVector.Zero; }
  128. }
  129. public override PhysicsVector GeometricCenter
  130. {
  131. get { return PhysicsVector.Zero; }
  132. }
  133. public override PrimitiveBaseShape Shape
  134. {
  135. set { return; }
  136. }
  137. public override float Buoyancy
  138. {
  139. get { return 0f; }
  140. set { return; }
  141. }
  142. public override bool FloatOnWater
  143. {
  144. set { return; }
  145. }
  146. public override PhysicsVector Velocity
  147. {
  148. get { return _velocity; }
  149. set { _velocity = value; }
  150. }
  151. public override float CollisionScore
  152. {
  153. get { return 0f; }
  154. set { }
  155. }
  156. public override Quaternion Orientation
  157. {
  158. get { return _orientation; }
  159. set { _orientation = value; }
  160. }
  161. public override PhysicsVector Acceleration
  162. {
  163. get { return _acceleration; }
  164. }
  165. public override bool Kinematic
  166. {
  167. get { return true; }
  168. set { }
  169. }
  170. public void SetAcceleration(PhysicsVector accel)
  171. {
  172. _acceleration = accel;
  173. }
  174. public override void AddForce(PhysicsVector force, bool pushforce)
  175. {
  176. }
  177. public override void AddAngularForce(PhysicsVector force, bool pushforce)
  178. {
  179. }
  180. public override PhysicsVector Torque
  181. {
  182. get { return PhysicsVector.Zero; }
  183. set { return; }
  184. }
  185. public override void SetMomentum(PhysicsVector momentum)
  186. {
  187. }
  188. public override bool Flying
  189. {
  190. get { return false; }
  191. set { }
  192. }
  193. public override bool SetAlwaysRun
  194. {
  195. get { return false; }
  196. set { return; }
  197. }
  198. public override uint LocalID
  199. {
  200. set { return; }
  201. }
  202. public override bool Grabbed
  203. {
  204. set { return; }
  205. }
  206. public override void link(PhysicsActor obj)
  207. {
  208. }
  209. public override void delink()
  210. {
  211. }
  212. public override void LockAngularMotion(PhysicsVector axis)
  213. {
  214. }
  215. public override bool Selected
  216. {
  217. set { return; }
  218. }
  219. public override void CrossingFailure()
  220. {
  221. }
  222. public override PhysicsVector PIDTarget
  223. {
  224. set { return; }
  225. }
  226. public override bool PIDActive
  227. {
  228. set { return; }
  229. }
  230. public override float PIDTau
  231. {
  232. set { return; }
  233. }
  234. public override float PIDHoverHeight
  235. {
  236. set { return; }
  237. }
  238. public override bool PIDHoverActive
  239. {
  240. set { return; }
  241. }
  242. public override PIDHoverType PIDHoverType
  243. {
  244. set { return; }
  245. }
  246. public override float PIDHoverTau
  247. {
  248. set { return; }
  249. }
  250. public override void SubscribeEvents(int ms)
  251. {
  252. }
  253. public override void UnSubscribeEvents()
  254. {
  255. }
  256. public override bool SubscribedEvents()
  257. {
  258. return false;
  259. }
  260. }
  261. }