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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. set {}
  120. }
  121. public override float Mass
  122. {
  123. get { return 0f; }
  124. }
  125. public override Vector3 Force
  126. {
  127. get { return Vector3.Zero; }
  128. set { return; }
  129. }
  130. public override int VehicleType
  131. {
  132. get { return 0; }
  133. set { return; }
  134. }
  135. public override void VehicleFloatParam(int param, float value)
  136. {
  137. }
  138. public override void VehicleVectorParam(int param, Vector3 value)
  139. {
  140. }
  141. public override void VehicleRotationParam(int param, Quaternion rotation)
  142. {
  143. }
  144. public override void VehicleFlags(int param, bool remove)
  145. {
  146. }
  147. public override void SetVolumeDetect(int param)
  148. {
  149. }
  150. public override Vector3 CenterOfMass
  151. {
  152. get { return Vector3.Zero; }
  153. }
  154. public override Vector3 GeometricCenter
  155. {
  156. get { return Vector3.Zero; }
  157. }
  158. public override Vector3 Velocity { get; set; }
  159. public override Vector3 Torque
  160. {
  161. get { return Vector3.Zero; }
  162. set { return; }
  163. }
  164. public override float CollisionScore
  165. {
  166. get { return 0f; }
  167. set { }
  168. }
  169. public override Quaternion Orientation { get; set; }
  170. public override Vector3 Acceleration { get; set; }
  171. public override bool Kinematic
  172. {
  173. get { return true; }
  174. set { }
  175. }
  176. public override void link(PhysicsActor obj)
  177. {
  178. }
  179. public override void delink()
  180. {
  181. }
  182. public override void LockAngularMotion(Vector3 axis)
  183. {
  184. }
  185. public override void AddForce(Vector3 force, bool pushforce)
  186. {
  187. }
  188. public override void AddAngularForce(Vector3 force, bool pushforce)
  189. {
  190. }
  191. public override void SetMomentum(Vector3 momentum)
  192. {
  193. }
  194. public override void CrossingFailure()
  195. {
  196. }
  197. public override Vector3 PIDTarget
  198. {
  199. set { return; }
  200. }
  201. public override bool PIDActive
  202. {
  203. get { return false; }
  204. set { return; }
  205. }
  206. public override float PIDTau
  207. {
  208. set { return; }
  209. }
  210. public override float PIDHoverHeight
  211. {
  212. set { return; }
  213. }
  214. public override bool PIDHoverActive
  215. {
  216. set { return; }
  217. }
  218. public override PIDHoverType PIDHoverType
  219. {
  220. set { return; }
  221. }
  222. public override float PIDHoverTau
  223. {
  224. set { return; }
  225. }
  226. public override Quaternion APIDTarget
  227. {
  228. set { return; }
  229. }
  230. public override bool APIDActive
  231. {
  232. set { return; }
  233. }
  234. public override float APIDStrength
  235. {
  236. set { return; }
  237. }
  238. public override float APIDDamping
  239. {
  240. set { return; }
  241. }
  242. public override void SubscribeEvents(int ms)
  243. {
  244. }
  245. public override void UnSubscribeEvents()
  246. {
  247. }
  248. public override bool SubscribedEvents()
  249. {
  250. return false;
  251. }
  252. }
  253. }