EntityBase.cs 4.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158
  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 uint m_localId;
  86. public virtual uint LocalId
  87. {
  88. get { return m_localId; }
  89. set { m_localId = value; }
  90. }
  91. /// <summary>
  92. /// Creates a new Entity (should not occur on it's own)
  93. /// </summary>
  94. public EntityBase()
  95. {
  96. m_name = "(basic entity)";
  97. }
  98. /// <summary>
  99. ///
  100. /// </summary>
  101. public abstract void UpdateMovement();
  102. /// <summary>
  103. /// Performs any updates that need to be done at each frame, as opposed to immediately.
  104. /// These included scheduled updates and updates that occur due to physics processing.
  105. /// </summary>
  106. public abstract void Update();
  107. /// <summary>
  108. /// Copies the entity
  109. /// </summary>
  110. /// <returns></returns>
  111. public virtual EntityBase Copy()
  112. {
  113. return (EntityBase) MemberwiseClone();
  114. }
  115. public abstract void SetText(string text, Vector3 color, double alpha);
  116. }
  117. //Nested Classes
  118. public class EntityIntersection
  119. {
  120. public Vector3 ipoint = new Vector3(0, 0, 0);
  121. public Vector3 normal = new Vector3(0, 0, 0);
  122. public Vector3 AAfaceNormal = new Vector3(0, 0, 0);
  123. public int face = -1;
  124. public bool HitTF = false;
  125. public SceneObjectPart obj;
  126. public float distance = 0;
  127. public EntityIntersection()
  128. {
  129. }
  130. public EntityIntersection(Vector3 _ipoint, Vector3 _normal, bool _HitTF)
  131. {
  132. ipoint = _ipoint;
  133. normal = _normal;
  134. HitTF = _HitTF;
  135. }
  136. }
  137. }