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EntityBase.cs 4.8 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.Runtime.Serialization;
  29. using System.Security.Permissions;
  30. using OpenSim.Framework;
  31. using OpenMetaverse;
  32. namespace OpenSim.Region.Framework.Scenes
  33. {
  34. public abstract class EntityBase : ISceneEntity
  35. {
  36. /// <summary>
  37. /// The scene to which this entity belongs
  38. /// </summary>
  39. public Scene Scene
  40. {
  41. get { return m_scene; }
  42. }
  43. protected Scene m_scene;
  44. protected UUID m_uuid;
  45. public virtual UUID UUID
  46. {
  47. get { return m_uuid; }
  48. set { m_uuid = value; }
  49. }
  50. protected string m_name;
  51. /// <summary>
  52. /// The name of this entity
  53. /// </summary>
  54. public virtual string Name
  55. {
  56. get { return m_name; }
  57. set { m_name = value; }
  58. }
  59. /// <summary>
  60. /// Signals whether this entity was in a scene but has since been removed from it.
  61. /// </summary>
  62. public bool IsDeleted
  63. {
  64. get { return m_isDeleted; }
  65. }
  66. protected bool m_isDeleted;
  67. protected Vector3 m_pos;
  68. /// <summary>
  69. ///
  70. /// </summary>
  71. public virtual Vector3 AbsolutePosition
  72. {
  73. get { return m_pos; }
  74. set { m_pos = value; }
  75. }
  76. protected Vector3 m_velocity;
  77. protected Vector3 m_rotationalvelocity;
  78. /// <summary>
  79. /// Current velocity of the entity.
  80. /// </summary>
  81. public virtual Vector3 Velocity
  82. {
  83. get { return m_velocity; }
  84. set { m_velocity = value; }
  85. }
  86. protected uint m_localId;
  87. public virtual uint LocalId
  88. {
  89. get { return m_localId; }
  90. set { m_localId = value; }
  91. }
  92. /// <summary>
  93. /// Creates a new Entity (should not occur on it's own)
  94. /// </summary>
  95. public EntityBase()
  96. {
  97. m_name = "(basic entity)";
  98. }
  99. /// <summary>
  100. ///
  101. /// </summary>
  102. public abstract void UpdateMovement();
  103. /// <summary>
  104. /// Performs any updates that need to be done at each frame, as opposed to immediately.
  105. /// These included scheduled updates and updates that occur due to physics processing.
  106. /// </summary>
  107. public abstract void Update();
  108. /// <summary>
  109. /// Copies the entity
  110. /// </summary>
  111. /// <returns></returns>
  112. public virtual EntityBase Copy()
  113. {
  114. return (EntityBase) MemberwiseClone();
  115. }
  116. public abstract void SetText(string text, Vector3 color, double alpha);
  117. }
  118. //Nested Classes
  119. public class EntityIntersection
  120. {
  121. public Vector3 ipoint = new Vector3(0, 0, 0);
  122. public Vector3 normal = new Vector3(0, 0, 0);
  123. public Vector3 AAfaceNormal = new Vector3(0, 0, 0);
  124. public int face = -1;
  125. public bool HitTF = false;
  126. public SceneObjectPart obj;
  127. public float distance = 0;
  128. public EntityIntersection()
  129. {
  130. }
  131. public EntityIntersection(Vector3 _ipoint, Vector3 _normal, bool _HitTF)
  132. {
  133. ipoint = _ipoint;
  134. normal = _normal;
  135. HitTF = _HitTF;
  136. }
  137. }
  138. }