POSPrim.cs 7.7 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 Vector3 _position;
  38. private Vector3 _velocity;
  39. private Vector3 _acceleration;
  40. private Vector3 _size;
  41. private Vector3 m_rotationalVelocity = Vector3.Zero;
  42. private Quaternion _orientation;
  43. private bool iscolliding;
  44. public POSPrim()
  45. {
  46. }
  47. public override int PhysicsActorType
  48. {
  49. get { return (int) ActorTypes.Prim; }
  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 IsPhysical
  58. {
  59. get { return false; }
  60. set { return; }
  61. }
  62. public override bool ThrottleUpdates
  63. {
  64. get { return false; }
  65. set { return; }
  66. }
  67. public override bool IsColliding
  68. {
  69. get { return iscolliding; }
  70. set { iscolliding = value; }
  71. }
  72. public override bool CollidingGround
  73. {
  74. get { return false; }
  75. set { return; }
  76. }
  77. public override bool CollidingObj
  78. {
  79. get { return false; }
  80. set { return; }
  81. }
  82. public override bool Stopped
  83. {
  84. get { return false; }
  85. }
  86. public override Vector3 Position
  87. {
  88. get { return _position; }
  89. set { _position = value; }
  90. }
  91. public override Vector3 Size
  92. {
  93. get { return _size; }
  94. set { _size = value; }
  95. }
  96. public override float Mass
  97. {
  98. get { return 0f; }
  99. }
  100. public override Vector3 Force
  101. {
  102. get { return Vector3.Zero; }
  103. set { return; }
  104. }
  105. public override int VehicleType
  106. {
  107. get { return 0; }
  108. set { return; }
  109. }
  110. public override void VehicleFloatParam(int param, float value)
  111. {
  112. }
  113. public override void VehicleVectorParam(int param, Vector3 value)
  114. {
  115. }
  116. public override void VehicleRotationParam(int param, Quaternion rotation)
  117. {
  118. }
  119. public override void SetVolumeDetect(int param)
  120. {
  121. }
  122. public override Vector3 CenterOfMass
  123. {
  124. get { return Vector3.Zero; }
  125. }
  126. public override Vector3 GeometricCenter
  127. {
  128. get { return Vector3.Zero; }
  129. }
  130. public override PrimitiveBaseShape Shape
  131. {
  132. set { return; }
  133. }
  134. public override float Buoyancy
  135. {
  136. get { return 0f; }
  137. set { return; }
  138. }
  139. public override bool FloatOnWater
  140. {
  141. set { return; }
  142. }
  143. public override Vector3 Velocity
  144. {
  145. get { return _velocity; }
  146. set { _velocity = value; }
  147. }
  148. public override float CollisionScore
  149. {
  150. get { return 0f; }
  151. set { }
  152. }
  153. public override Quaternion Orientation
  154. {
  155. get { return _orientation; }
  156. set { _orientation = value; }
  157. }
  158. public override Vector3 Acceleration
  159. {
  160. get { return _acceleration; }
  161. }
  162. public override bool Kinematic
  163. {
  164. get { return true; }
  165. set { }
  166. }
  167. public void SetAcceleration(Vector3 accel)
  168. {
  169. _acceleration = accel;
  170. }
  171. public override void AddForce(Vector3 force, bool pushforce)
  172. {
  173. }
  174. public override void AddAngularForce(Vector3 force, bool pushforce)
  175. {
  176. }
  177. public override Vector3 Torque
  178. {
  179. get { return Vector3.Zero; }
  180. set { return; }
  181. }
  182. public override void SetMomentum(Vector3 momentum)
  183. {
  184. }
  185. public override bool Flying
  186. {
  187. get { return false; }
  188. set { }
  189. }
  190. public override bool SetAlwaysRun
  191. {
  192. get { return false; }
  193. set { return; }
  194. }
  195. public override uint LocalID
  196. {
  197. set { return; }
  198. }
  199. public override bool Grabbed
  200. {
  201. set { return; }
  202. }
  203. public override void link(PhysicsActor obj)
  204. {
  205. }
  206. public override void delink()
  207. {
  208. }
  209. public override void LockAngularMotion(Vector3 axis)
  210. {
  211. }
  212. public override bool Selected
  213. {
  214. set { return; }
  215. }
  216. public override void CrossingFailure()
  217. {
  218. }
  219. public override Vector3 PIDTarget
  220. {
  221. set { return; }
  222. }
  223. public override bool PIDActive
  224. {
  225. set { return; }
  226. }
  227. public override float PIDTau
  228. {
  229. set { return; }
  230. }
  231. public override float PIDHoverHeight
  232. {
  233. set { return; }
  234. }
  235. public override bool PIDHoverActive
  236. {
  237. set { return; }
  238. }
  239. public override PIDHoverType PIDHoverType
  240. {
  241. set { return; }
  242. }
  243. public override float PIDHoverTau
  244. {
  245. set { return; }
  246. }
  247. public override Quaternion APIDTarget
  248. {
  249. set { return; }
  250. }
  251. public override bool APIDActive
  252. {
  253. set { return; }
  254. }
  255. public override float APIDStrength
  256. {
  257. set { return; }
  258. }
  259. public override float APIDDamping
  260. {
  261. set { return; }
  262. }
  263. public override void SubscribeEvents(int ms)
  264. {
  265. }
  266. public override void UnSubscribeEvents()
  267. {
  268. }
  269. public override bool SubscribedEvents()
  270. {
  271. return false;
  272. }
  273. }
  274. }