1
0

BasicPhysicsActor.cs 7.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303
  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 BasicActor : PhysicsActor
  36. {
  37. public BasicActor(Vector3 size)
  38. {
  39. Size = size;
  40. }
  41. public override int PhysicsActorType
  42. {
  43. get { return (int) ActorTypes.Agent; }
  44. set { return; }
  45. }
  46. public override Vector3 RotationalVelocity { get; set; }
  47. public override bool SetAlwaysRun
  48. {
  49. get { return false; }
  50. set { return; }
  51. }
  52. public override uint LocalID
  53. {
  54. set { return; }
  55. }
  56. public override bool Grabbed
  57. {
  58. set { return; }
  59. }
  60. public override bool Selected
  61. {
  62. set { return; }
  63. }
  64. public override float Buoyancy
  65. {
  66. get { return 0f; }
  67. set { return; }
  68. }
  69. public override bool FloatOnWater
  70. {
  71. set { return; }
  72. }
  73. public override bool IsPhysical
  74. {
  75. get { return false; }
  76. set { return; }
  77. }
  78. public override bool ThrottleUpdates
  79. {
  80. get { return false; }
  81. set { return; }
  82. }
  83. public override bool Flying { get; set; }
  84. public override bool IsColliding { get; set; }
  85. public override bool CollidingGround
  86. {
  87. get { return false; }
  88. set { return; }
  89. }
  90. public override bool CollidingObj
  91. {
  92. get { return false; }
  93. set { return; }
  94. }
  95. public override bool Stopped
  96. {
  97. get { return false; }
  98. }
  99. public override Vector3 Position { get; set; }
  100. public override Vector3 Size { get; set; }
  101. public override PrimitiveBaseShape Shape
  102. {
  103. set { return; }
  104. }
  105. public override float Mass
  106. {
  107. get { return 0f; }
  108. }
  109. public override Vector3 Force
  110. {
  111. get { return Vector3.Zero; }
  112. set { return; }
  113. }
  114. public override int VehicleType
  115. {
  116. get { return 0; }
  117. set { return; }
  118. }
  119. public override void VehicleFloatParam(int param, float value)
  120. {
  121. }
  122. public override void VehicleVectorParam(int param, Vector3 value)
  123. {
  124. }
  125. public override void VehicleRotationParam(int param, Quaternion rotation)
  126. {
  127. }
  128. public override void VehicleFlags(int param, bool remove)
  129. {
  130. }
  131. public override void SetVolumeDetect(int param)
  132. {
  133. }
  134. public override Vector3 CenterOfMass
  135. {
  136. get { return Vector3.Zero; }
  137. }
  138. public override Vector3 GeometricCenter
  139. {
  140. get { return Vector3.Zero; }
  141. }
  142. public override Vector3 Velocity { get; set; }
  143. public override Vector3 Torque
  144. {
  145. get { return Vector3.Zero; }
  146. set { return; }
  147. }
  148. public override float CollisionScore
  149. {
  150. get { return 0f; }
  151. set { }
  152. }
  153. public override Quaternion Orientation
  154. {
  155. get { return Quaternion.Identity; }
  156. set { }
  157. }
  158. public override Vector3 Acceleration { get; set; }
  159. public override bool Kinematic
  160. {
  161. get { return true; }
  162. set { }
  163. }
  164. public override void link(PhysicsActor obj)
  165. {
  166. }
  167. public override void delink()
  168. {
  169. }
  170. public override void LockAngularMotion(Vector3 axis)
  171. {
  172. }
  173. public override void AddForce(Vector3 force, bool pushforce)
  174. {
  175. }
  176. public override void AddAngularForce(Vector3 force, bool pushforce)
  177. {
  178. }
  179. public override void SetMomentum(Vector3 momentum)
  180. {
  181. }
  182. public override void CrossingFailure()
  183. {
  184. }
  185. public override Vector3 PIDTarget
  186. {
  187. set { return; }
  188. }
  189. public override bool PIDActive
  190. {
  191. get { return false; }
  192. set { return; }
  193. }
  194. public override float PIDTau
  195. {
  196. set { return; }
  197. }
  198. public override float PIDHoverHeight
  199. {
  200. set { return; }
  201. }
  202. public override bool PIDHoverActive
  203. {
  204. set { return; }
  205. }
  206. public override PIDHoverType PIDHoverType
  207. {
  208. set { return; }
  209. }
  210. public override float PIDHoverTau
  211. {
  212. set { return; }
  213. }
  214. public override Quaternion APIDTarget
  215. {
  216. set { return; }
  217. }
  218. public override bool APIDActive
  219. {
  220. set { return; }
  221. }
  222. public override float APIDStrength
  223. {
  224. set { return; }
  225. }
  226. public override float APIDDamping
  227. {
  228. set { return; }
  229. }
  230. public override void SubscribeEvents(int ms)
  231. {
  232. }
  233. public override void UnSubscribeEvents()
  234. {
  235. }
  236. public override bool SubscribedEvents()
  237. {
  238. return false;
  239. }
  240. }
  241. }