BasicPhysicsPrim.cs 7.4 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 BasicPhysicsPrim : PhysicsActor
  36. {
  37. private Vector3 _size;
  38. private PrimitiveBaseShape _shape;
  39. public BasicPhysicsPrim(
  40. string name, uint localId, Vector3 position, Vector3 size, Quaternion orientation, PrimitiveBaseShape shape)
  41. {
  42. Name = name;
  43. LocalID = localId;
  44. Position = position;
  45. Size = size;
  46. Orientation = orientation;
  47. Shape = shape;
  48. }
  49. public override int PhysicsActorType
  50. {
  51. get { return (int) ActorTypes.Agent; }
  52. set { return; }
  53. }
  54. public override Vector3 RotationalVelocity { get; set; }
  55. public override bool SetAlwaysRun
  56. {
  57. get { return false; }
  58. set { return; }
  59. }
  60. public override uint LocalID
  61. {
  62. set { return; }
  63. }
  64. public override bool Grabbed
  65. {
  66. set { return; }
  67. }
  68. public override bool Selected
  69. {
  70. set { return; }
  71. }
  72. public override float Buoyancy
  73. {
  74. get { return 0f; }
  75. set { return; }
  76. }
  77. public override bool FloatOnWater
  78. {
  79. set { return; }
  80. }
  81. public override bool IsPhysical
  82. {
  83. get { return false; }
  84. set { return; }
  85. }
  86. public override bool ThrottleUpdates
  87. {
  88. get { return false; }
  89. set { return; }
  90. }
  91. public override bool Flying { get; set; }
  92. public override bool IsColliding { get; set; }
  93. public override bool CollidingGround
  94. {
  95. get { return false; }
  96. set { return; }
  97. }
  98. public override bool CollidingObj
  99. {
  100. get { return false; }
  101. set { return; }
  102. }
  103. public override bool Stopped
  104. {
  105. get { return false; }
  106. }
  107. public override Vector3 Position { get; set; }
  108. public override Vector3 Size
  109. {
  110. get { return _size; }
  111. set {
  112. _size = value;
  113. _size.Z = _size.Z / 2.0f;
  114. }
  115. }
  116. public override PrimitiveBaseShape Shape
  117. {
  118. set { _shape = value; }
  119. }
  120. public override float Mass
  121. {
  122. get { return 0f; }
  123. }
  124. public override Vector3 Force
  125. {
  126. get { return Vector3.Zero; }
  127. set { return; }
  128. }
  129. public override int VehicleType
  130. {
  131. get { return 0; }
  132. set { return; }
  133. }
  134. public override void VehicleFloatParam(int param, float value)
  135. {
  136. }
  137. public override void VehicleVectorParam(int param, Vector3 value)
  138. {
  139. }
  140. public override void VehicleRotationParam(int param, Quaternion rotation)
  141. {
  142. }
  143. public override void VehicleFlags(int param, bool remove)
  144. {
  145. }
  146. public override void SetVolumeDetect(int param)
  147. {
  148. }
  149. public override Vector3 CenterOfMass
  150. {
  151. get { return Vector3.Zero; }
  152. }
  153. public override Vector3 GeometricCenter
  154. {
  155. get { return Vector3.Zero; }
  156. }
  157. public override Vector3 Velocity { get; set; }
  158. public override Vector3 Torque
  159. {
  160. get { return Vector3.Zero; }
  161. set { return; }
  162. }
  163. public override float CollisionScore
  164. {
  165. get { return 0f; }
  166. set { }
  167. }
  168. public override Quaternion Orientation { get; set; }
  169. public override Vector3 Acceleration { get; set; }
  170. public override bool Kinematic
  171. {
  172. get { return true; }
  173. set { }
  174. }
  175. public override void link(PhysicsActor obj)
  176. {
  177. }
  178. public override void delink()
  179. {
  180. }
  181. public override void LockAngularMotion(Vector3 axis)
  182. {
  183. }
  184. public override void AddForce(Vector3 force, bool pushforce)
  185. {
  186. }
  187. public override void AddAngularForce(Vector3 force, bool pushforce)
  188. {
  189. }
  190. public override void SetMomentum(Vector3 momentum)
  191. {
  192. }
  193. public override void CrossingFailure()
  194. {
  195. }
  196. public override Vector3 PIDTarget
  197. {
  198. set { return; }
  199. }
  200. public override bool PIDActive
  201. {
  202. set { return; }
  203. }
  204. public override float PIDTau
  205. {
  206. set { return; }
  207. }
  208. public override float PIDHoverHeight
  209. {
  210. set { return; }
  211. }
  212. public override bool PIDHoverActive
  213. {
  214. set { return; }
  215. }
  216. public override PIDHoverType PIDHoverType
  217. {
  218. set { return; }
  219. }
  220. public override float PIDHoverTau
  221. {
  222. set { return; }
  223. }
  224. public override Quaternion APIDTarget
  225. {
  226. set { return; }
  227. }
  228. public override bool APIDActive
  229. {
  230. set { return; }
  231. }
  232. public override float APIDStrength
  233. {
  234. set { return; }
  235. }
  236. public override float APIDDamping
  237. {
  238. set { return; }
  239. }
  240. public override void SubscribeEvents(int ms)
  241. {
  242. }
  243. public override void UnSubscribeEvents()
  244. {
  245. }
  246. public override bool SubscribedEvents()
  247. {
  248. return false;
  249. }
  250. }
  251. }