POSCharacter.cs 7.9 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 POSCharacter : PhysicsActor
  36. {
  37. private Vector3 _position;
  38. public Vector3 _velocity;
  39. public Vector3 _target_velocity = Vector3.Zero;
  40. public Vector3 _size = Vector3.Zero;
  41. private Vector3 _acceleration;
  42. private Vector3 m_rotationalVelocity = Vector3.Zero;
  43. private bool flying;
  44. private bool isColliding;
  45. public POSCharacter()
  46. {
  47. }
  48. public override int PhysicsActorType
  49. {
  50. get { return (int) ActorTypes.Agent; }
  51. set { return; }
  52. }
  53. public override Vector3 RotationalVelocity
  54. {
  55. get { return m_rotationalVelocity; }
  56. set { m_rotationalVelocity = value; }
  57. }
  58. public override bool SetAlwaysRun
  59. {
  60. get { return false; }
  61. set { return; }
  62. }
  63. public override uint LocalID
  64. {
  65. set { return; }
  66. }
  67. public override bool Grabbed
  68. {
  69. set { return; }
  70. }
  71. public override bool Selected
  72. {
  73. set { return; }
  74. }
  75. public override float Buoyancy
  76. {
  77. get { return 0f; }
  78. set { return; }
  79. }
  80. public override bool FloatOnWater
  81. {
  82. set { return; }
  83. }
  84. public override bool IsPhysical
  85. {
  86. get { return false; }
  87. set { return; }
  88. }
  89. public override bool ThrottleUpdates
  90. {
  91. get { return false; }
  92. set { return; }
  93. }
  94. public override bool Flying
  95. {
  96. get { return flying; }
  97. set { flying = value; }
  98. }
  99. public override bool IsColliding
  100. {
  101. get { return isColliding; }
  102. set { isColliding = value; }
  103. }
  104. public override bool CollidingGround
  105. {
  106. get { return false; }
  107. set { return; }
  108. }
  109. public override bool CollidingObj
  110. {
  111. get { return false; }
  112. set { return; }
  113. }
  114. public override bool Stopped
  115. {
  116. get { return false; }
  117. }
  118. public override Vector3 Position
  119. {
  120. get { return _position; }
  121. set { _position = value; }
  122. }
  123. public override Vector3 Size
  124. {
  125. get { return _size; }
  126. set
  127. {
  128. _size = value;
  129. _size.Z = _size.Z / 2.0f;
  130. }
  131. }
  132. public override float Mass
  133. {
  134. get { return 0f; }
  135. }
  136. public override Vector3 Force
  137. {
  138. get { return Vector3.Zero; }
  139. set { return; }
  140. }
  141. public override int VehicleType
  142. {
  143. get { return 0; }
  144. set { return; }
  145. }
  146. public override void VehicleFloatParam(int param, float value)
  147. {
  148. }
  149. public override void VehicleVectorParam(int param, Vector3 value)
  150. {
  151. }
  152. public override void VehicleRotationParam(int param, Quaternion rotation)
  153. {
  154. }
  155. public override void SetVolumeDetect(int param)
  156. {
  157. }
  158. public override Vector3 CenterOfMass
  159. {
  160. get { return Vector3.Zero; }
  161. }
  162. public override Vector3 GeometricCenter
  163. {
  164. get { return Vector3.Zero; }
  165. }
  166. public override PrimitiveBaseShape Shape
  167. {
  168. set { return; }
  169. }
  170. public override Vector3 Velocity
  171. {
  172. get { return _velocity; }
  173. set { _target_velocity = value; }
  174. }
  175. public override Vector3 Torque
  176. {
  177. get { return Vector3.Zero; }
  178. set { return; }
  179. }
  180. public override float CollisionScore
  181. {
  182. get { return 0f; }
  183. set { }
  184. }
  185. public override Quaternion Orientation
  186. {
  187. get { return Quaternion.Identity; }
  188. set { }
  189. }
  190. public override Vector3 Acceleration
  191. {
  192. get { return _acceleration; }
  193. }
  194. public override bool Kinematic
  195. {
  196. get { return true; }
  197. set { }
  198. }
  199. public override void link(PhysicsActor obj)
  200. {
  201. }
  202. public override void delink()
  203. {
  204. }
  205. public override void LockAngularMotion(Vector3 axis)
  206. {
  207. }
  208. public void SetAcceleration(Vector3 accel)
  209. {
  210. _acceleration = accel;
  211. }
  212. public override void AddForce(Vector3 force, bool pushforce)
  213. {
  214. }
  215. public override void AddAngularForce(Vector3 force, bool pushforce)
  216. {
  217. }
  218. public override void SetMomentum(Vector3 momentum)
  219. {
  220. }
  221. public override void CrossingFailure()
  222. {
  223. }
  224. public override Vector3 PIDTarget
  225. {
  226. set { return; }
  227. }
  228. public override bool PIDActive
  229. {
  230. set { return; }
  231. }
  232. public override float PIDTau
  233. {
  234. set { return; }
  235. }
  236. public override float PIDHoverHeight
  237. {
  238. set { return; }
  239. }
  240. public override bool PIDHoverActive
  241. {
  242. set { return; }
  243. }
  244. public override PIDHoverType PIDHoverType
  245. {
  246. set { return; }
  247. }
  248. public override float PIDHoverTau
  249. {
  250. set { return; }
  251. }
  252. public override Quaternion APIDTarget
  253. {
  254. set { return; }
  255. }
  256. public override bool APIDActive
  257. {
  258. set { return; }
  259. }
  260. public override float APIDStrength
  261. {
  262. set { return; }
  263. }
  264. public override float APIDDamping
  265. {
  266. set { return; }
  267. }
  268. public override void SubscribeEvents(int ms)
  269. {
  270. }
  271. public override void UnSubscribeEvents()
  272. {
  273. }
  274. public override bool SubscribedEvents()
  275. {
  276. return false;
  277. }
  278. }
  279. }