POSCharacter.cs 8.0 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.PhysicsModules.SharedBase;
  33. namespace OpenSim.Region.PhysicsModule.POS
  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 VehicleFlags(int param, bool remove) { }
  156. public override void SetVolumeDetect(int param)
  157. {
  158. }
  159. public override Vector3 CenterOfMass
  160. {
  161. get { return Vector3.Zero; }
  162. }
  163. public override Vector3 GeometricCenter
  164. {
  165. get { return Vector3.Zero; }
  166. }
  167. public override PrimitiveBaseShape Shape
  168. {
  169. set { return; }
  170. }
  171. public override Vector3 Velocity
  172. {
  173. get { return _velocity; }
  174. set { _target_velocity = value; }
  175. }
  176. public override Vector3 Torque
  177. {
  178. get { return Vector3.Zero; }
  179. set { return; }
  180. }
  181. public override float CollisionScore
  182. {
  183. get { return 0f; }
  184. set { }
  185. }
  186. public override Quaternion Orientation
  187. {
  188. get { return Quaternion.Identity; }
  189. set { }
  190. }
  191. public override Vector3 Acceleration
  192. {
  193. get { return _acceleration; }
  194. set { _acceleration = value; }
  195. }
  196. public override bool Kinematic
  197. {
  198. get { return true; }
  199. set { }
  200. }
  201. public override void link(PhysicsActor obj)
  202. {
  203. }
  204. public override void delink()
  205. {
  206. }
  207. public override void LockAngularMotion(byte axislocks)
  208. {
  209. }
  210. public override void AvatarJump(float forceZ) { }
  211. public override void AddForce(Vector3 force, bool pushforce)
  212. {
  213. }
  214. public override void AddAngularForce(Vector3 force, bool pushforce)
  215. {
  216. }
  217. public override void SetMomentum(Vector3 momentum)
  218. {
  219. }
  220. public override void CrossingFailure()
  221. {
  222. }
  223. public override Vector3 PIDTarget
  224. {
  225. set { return; }
  226. }
  227. public override bool PIDActive
  228. {
  229. get { return false; }
  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. get { return false; }
  243. set { return; }
  244. }
  245. public override PIDHoverType PIDHoverType
  246. {
  247. set { return; }
  248. }
  249. public override float PIDHoverTau
  250. {
  251. set { return; }
  252. }
  253. public override Quaternion APIDTarget
  254. {
  255. set { return; }
  256. }
  257. public override bool APIDActive
  258. {
  259. set { return; }
  260. }
  261. public override float APIDStrength
  262. {
  263. set { return; }
  264. }
  265. public override float APIDDamping
  266. {
  267. set { return; }
  268. }
  269. public override void SubscribeEvents(int ms)
  270. {
  271. }
  272. public override void UnSubscribeEvents()
  273. {
  274. }
  275. public override bool SubscribedEvents()
  276. {
  277. return false;
  278. }
  279. }
  280. }