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NullPhysicsScene.cs 4.2 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.Collections.Generic;
  28. using System.Reflection;
  29. using log4net;
  30. using Nini.Config;
  31. using OpenSim.Framework;
  32. using OpenMetaverse;
  33. namespace OpenSim.Region.Physics.Manager
  34. {
  35. class NullPhysicsScene : PhysicsScene
  36. {
  37. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  38. private static int m_workIndicator;
  39. public override void Initialise(IMesher meshmerizer, IConfigSource config)
  40. {
  41. // Does nothing right now
  42. }
  43. public override PhysicsActor AddAvatar(
  44. string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
  45. {
  46. m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
  47. return PhysicsActor.Null;
  48. }
  49. public override void RemoveAvatar(PhysicsActor actor)
  50. {
  51. }
  52. public override void RemovePrim(PhysicsActor prim)
  53. {
  54. }
  55. public override void SetWaterLevel(float baseheight)
  56. {
  57. }
  58. /*
  59. public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
  60. {
  61. m_log.InfoFormat("NullPhysicsScene : AddPrim({0},{1})", position, size);
  62. return PhysicsActor.Null;
  63. }
  64. */
  65. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
  66. Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
  67. {
  68. m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
  69. return PhysicsActor.Null;
  70. }
  71. public override void AddPhysicsActorTaint(PhysicsActor prim)
  72. {
  73. }
  74. public override float Simulate(float timeStep)
  75. {
  76. m_workIndicator = (m_workIndicator + 1) % 10;
  77. return 0f;
  78. }
  79. public override void GetResults()
  80. {
  81. m_log.Info("[PHYSICS]: NullPhysicsScene : GetResults()");
  82. }
  83. public override void SetTerrain(float[] heightMap)
  84. {
  85. m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
  86. }
  87. public override void DeleteTerrain()
  88. {
  89. }
  90. public override bool IsThreaded
  91. {
  92. get { return false; }
  93. }
  94. public override void Dispose()
  95. {
  96. }
  97. public override Dictionary<uint,float> GetTopColliders()
  98. {
  99. Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
  100. return returncolliders;
  101. }
  102. }
  103. }