EntityBase.cs 5.2 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;
  28. using System.Runtime.Serialization;
  29. using System.Security.Permissions;
  30. using OpenMetaverse;
  31. namespace OpenSim.Region.Framework.Scenes
  32. {
  33. public abstract class EntityBase
  34. {
  35. /// <summary>
  36. /// The scene to which this entity belongs
  37. /// </summary>
  38. public Scene Scene
  39. {
  40. get { return m_scene; }
  41. }
  42. protected Scene m_scene;
  43. protected UUID m_uuid;
  44. public virtual UUID UUID
  45. {
  46. get { return m_uuid; }
  47. set { m_uuid = value; }
  48. }
  49. protected string m_name;
  50. /// <summary>
  51. /// The name of this entity
  52. /// </summary>
  53. public virtual string Name
  54. {
  55. get { return m_name; }
  56. set { m_name = value; }
  57. }
  58. /// <summary>
  59. /// Signals whether this entity was in a scene but has since been removed from it.
  60. /// </summary>
  61. public bool IsDeleted
  62. {
  63. get { return m_isDeleted; }
  64. }
  65. protected bool m_isDeleted;
  66. protected Vector3 m_pos;
  67. /// <summary>
  68. ///
  69. /// </summary>
  70. public virtual Vector3 AbsolutePosition
  71. {
  72. get { return m_pos; }
  73. set { m_pos = value; }
  74. }
  75. protected Vector3 m_velocity;
  76. protected Vector3 m_rotationalvelocity;
  77. /// <summary>
  78. /// Current velocity of the entity.
  79. /// </summary>
  80. public virtual Vector3 Velocity
  81. {
  82. get { return m_velocity; }
  83. set { m_velocity = value; }
  84. }
  85. protected Quaternion m_rotation = new Quaternion(0f, 0f, 1f, 0f);
  86. public virtual Quaternion Rotation
  87. {
  88. get { return m_rotation; }
  89. set { m_rotation = value; }
  90. }
  91. protected uint m_localId;
  92. public virtual uint LocalId
  93. {
  94. get { return m_localId; }
  95. set { m_localId = value; }
  96. }
  97. /// <summary>
  98. /// Creates a new Entity (should not occur on it's own)
  99. /// </summary>
  100. public EntityBase()
  101. {
  102. m_uuid = UUID.Zero;
  103. m_pos = Vector3.Zero;
  104. m_velocity = Vector3.Zero;
  105. Rotation = Quaternion.Identity;
  106. m_name = "(basic entity)";
  107. m_rotationalvelocity = Vector3.Zero;
  108. }
  109. /// <summary>
  110. ///
  111. /// </summary>
  112. public abstract void UpdateMovement();
  113. /// <summary>
  114. /// Performs any updates that need to be done at each frame, as opposed to immediately.
  115. /// These included scheduled updates and updates that occur due to physics processing.
  116. /// </summary>
  117. public abstract void Update();
  118. /// <summary>
  119. /// Copies the entity
  120. /// </summary>
  121. /// <returns></returns>
  122. public virtual EntityBase Copy()
  123. {
  124. return (EntityBase) MemberwiseClone();
  125. }
  126. public abstract void SetText(string text, Vector3 color, double alpha);
  127. }
  128. //Nested Classes
  129. public class EntityIntersection
  130. {
  131. public Vector3 ipoint = new Vector3(0, 0, 0);
  132. public Vector3 normal = new Vector3(0, 0, 0);
  133. public Vector3 AAfaceNormal = new Vector3(0, 0, 0);
  134. public int face = -1;
  135. public bool HitTF = false;
  136. public SceneObjectPart obj;
  137. public float distance = 0;
  138. public EntityIntersection()
  139. {
  140. }
  141. public EntityIntersection(Vector3 _ipoint, Vector3 _normal, bool _HitTF)
  142. {
  143. ipoint = _ipoint;
  144. normal = _normal;
  145. HitTF = _HitTF;
  146. }
  147. }
  148. }