BasicPhysicsActor.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.Physics.Manager;
  33. namespace OpenSim.Region.Physics.BasicPhysicsPlugin
  34. {
  35. public class BasicActor : PhysicsActor
  36. {
  37. private Vector3 _position;
  38. private Vector3 _velocity;
  39. private Vector3 _acceleration;
  40. private Vector3 _size;
  41. private Vector3 m_rotationalVelocity;
  42. private bool flying;
  43. private bool iscolliding;
  44. public BasicActor()
  45. {
  46. }
  47. public override int PhysicsActorType
  48. {
  49. get { return (int) ActorTypes.Agent; }
  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 SetAlwaysRun
  58. {
  59. get { return false; }
  60. set { return; }
  61. }
  62. public override uint LocalID
  63. {
  64. set { return; }
  65. }
  66. public override bool Grabbed
  67. {
  68. set { return; }
  69. }
  70. public override bool Selected
  71. {
  72. set { return; }
  73. }
  74. public override float Buoyancy
  75. {
  76. get { return 0f; }
  77. set { return; }
  78. }
  79. public override bool FloatOnWater
  80. {
  81. set { return; }
  82. }
  83. public override bool IsPhysical
  84. {
  85. get { return false; }
  86. set { return; }
  87. }
  88. public override bool ThrottleUpdates
  89. {
  90. get { return false; }
  91. set { return; }
  92. }
  93. public override bool Flying
  94. {
  95. get { return flying; }
  96. set { flying = value; }
  97. }
  98. public override bool IsColliding
  99. {
  100. get { return iscolliding; }
  101. set { iscolliding = value; }
  102. }
  103. public override bool CollidingGround
  104. {
  105. get { return false; }
  106. set { return; }
  107. }
  108. public override bool CollidingObj
  109. {
  110. get { return false; }
  111. set { return; }
  112. }
  113. public override bool Stopped
  114. {
  115. get { return false; }
  116. }
  117. public override Vector3 Position
  118. {
  119. get { return _position; }
  120. set { _position = value; }
  121. }
  122. public override Vector3 Size
  123. {
  124. get { return _size; }
  125. set {
  126. _size = value;
  127. _size.Z = _size.Z / 2.0f;
  128. }
  129. }
  130. public override PrimitiveBaseShape Shape
  131. {
  132. set { return; }
  133. }
  134. public override float Mass
  135. {
  136. get { return 0f; }
  137. }
  138. public override Vector3 Force
  139. {
  140. get { return Vector3.Zero; }
  141. set { return; }
  142. }
  143. public override int VehicleType
  144. {
  145. get { return 0; }
  146. set { return; }
  147. }
  148. public override void VehicleFloatParam(int param, float value)
  149. {
  150. }
  151. public override void VehicleVectorParam(int param, Vector3 value)
  152. {
  153. }
  154. public override void VehicleRotationParam(int param, Quaternion rotation)
  155. {
  156. }
  157. public override void SetVolumeDetect(int param)
  158. {
  159. }
  160. public override Vector3 CenterOfMass
  161. {
  162. get { return Vector3.Zero; }
  163. }
  164. public override Vector3 GeometricCenter
  165. {
  166. get { return Vector3.Zero; }
  167. }
  168. public override Vector3 Velocity
  169. {
  170. get { return _velocity; }
  171. set { _velocity = value; }
  172. }
  173. public override Vector3 Torque
  174. {
  175. get { return Vector3.Zero; }
  176. set { return; }
  177. }
  178. public override float CollisionScore
  179. {
  180. get { return 0f; }
  181. set { }
  182. }
  183. public override Quaternion Orientation
  184. {
  185. get { return Quaternion.Identity; }
  186. set { }
  187. }
  188. public override Vector3 Acceleration
  189. {
  190. get { return _acceleration; }
  191. }
  192. public override bool Kinematic
  193. {
  194. get { return true; }
  195. set { }
  196. }
  197. public override void link(PhysicsActor obj)
  198. {
  199. }
  200. public override void delink()
  201. {
  202. }
  203. public override void LockAngularMotion(Vector3 axis)
  204. {
  205. }
  206. public void SetAcceleration(Vector3 accel)
  207. {
  208. _acceleration = accel;
  209. }
  210. public override void AddForce(Vector3 force, bool pushforce)
  211. {
  212. }
  213. public override void AddAngularForce(Vector3 force, bool pushforce)
  214. {
  215. }
  216. public override void SetMomentum(Vector3 momentum)
  217. {
  218. }
  219. public override void CrossingFailure()
  220. {
  221. }
  222. public override Vector3 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 Quaternion APIDTarget
  251. {
  252. set { return; }
  253. }
  254. public override bool APIDActive
  255. {
  256. set { return; }
  257. }
  258. public override float APIDStrength
  259. {
  260. set { return; }
  261. }
  262. public override float APIDDamping
  263. {
  264. set { return; }
  265. }
  266. public override void SubscribeEvents(int ms)
  267. {
  268. }
  269. public override void UnSubscribeEvents()
  270. {
  271. }
  272. public override bool SubscribedEvents()
  273. {
  274. return false;
  275. }
  276. }
  277. }