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- using System;
- using System.Collections.Generic;
- using System.Text;
- using Axiom.MathLib;
- using OpenSim.Physics.Manager;
- using OpenSim.types;
- using libsecondlife;
- using OpenSim.RegionServer.world.scripting;
- namespace OpenSim.world
- {
- public abstract class Entity : IScriptReadonlyEntity
- {
- public libsecondlife.LLUUID uuid;
- public uint localid;
- public LLVector3 velocity;
- public Quaternion rotation;
- protected List<Entity> children;
- protected string m_name;
- public virtual string Name
- {
- get { return m_name; }
- }
- protected LLVector3 m_pos;
- protected PhysicsActor _physActor;
- protected World m_world;
- public virtual LLVector3 Pos
- {
- get
- {
- if (this._physActor != null)
- {
- m_pos.X = _physActor.Position.X;
- m_pos.Y = _physActor.Position.Y;
- m_pos.Z = _physActor.Position.Z;
- }
- return m_pos;
- }
- set
- {
- if (this._physActor != null)
- {
- try
- {
- lock (this.m_world.LockPhysicsEngine)
- {
- this._physActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
- }
- }
- catch (Exception e)
- {
- Console.WriteLine(e.Message);
- }
- }
- m_pos = value;
- }
- }
- /// <summary>
- /// Creates a new Entity (should not occur on it's own)
- /// </summary>
- public Entity()
- {
- uuid = new libsecondlife.LLUUID();
- localid = 0;
- m_pos = new LLVector3();
- velocity = new LLVector3();
- rotation = new Quaternion();
- m_name = "(basic entity)";
- children = new List<Entity>();
- }
- public virtual void addForces()
- {
- foreach (Entity child in children)
- {
- child.addForces();
- }
- }
- /// <summary>
- /// Performs any updates that need to be done at each frame. This function is overridable from it's children.
- /// </summary>
- public virtual void update() {
- // Do any per-frame updates needed that are applicable to every type of entity
- foreach (Entity child in children)
- {
- child.update();
- }
- }
- /// <summary>
- /// Returns a mesh for this object and any dependents
- /// </summary>
- /// <returns>The mesh of this entity tree</returns>
- public virtual Mesh getMesh()
- {
- Mesh mesh = new Mesh();
- foreach (Entity child in children)
- {
- mesh += child.getMesh();
- }
- return mesh;
- }
-
- public virtual void BackUp()
- {
-
- }
- public virtual void LandRenegerated()
- {
- }
- }
- }
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