162 lines
4.1 KiB
C#
162 lines
4.1 KiB
C#
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/*
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* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the <organization> nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace OpenSim.Physics.Manager
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{
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public abstract class PhysicsActor
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{
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public static PhysicsActor Null
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{
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get
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{
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return new NullPhysicsActor();
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}
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}
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public abstract PhysicsVector Position
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{
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get;
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set;
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}
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public abstract PhysicsVector Velocity
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{
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get;
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set;
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}
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public abstract PhysicsVector Acceleration
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{
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get;
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}
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public abstract Axiom.MathLib.Quaternion Orientation
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{
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get;
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set;
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}
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public abstract bool Flying
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{
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get;
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set;
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}
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public abstract bool Kinematic
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{
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get;
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set;
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}
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public abstract void AddForce(PhysicsVector force);
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public abstract void SetMomentum(PhysicsVector momentum);
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}
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public class NullPhysicsActor : PhysicsActor
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{
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public override PhysicsVector Position
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{
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get
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{
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return PhysicsVector.Zero;
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}
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set
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{
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return;
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}
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}
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public override PhysicsVector Velocity
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{
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get
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{
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return PhysicsVector.Zero;
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}
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set
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{
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return;
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}
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}
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public override Axiom.MathLib.Quaternion Orientation
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{
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get
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{
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return Axiom.MathLib.Quaternion.Identity;
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}
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set
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{
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}
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}
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public override PhysicsVector Acceleration
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{
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get { return PhysicsVector.Zero; }
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}
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public override bool Flying
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{
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get
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{
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return false;
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}
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set
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{
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return;
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}
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}
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public override bool Kinematic
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{
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get
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{
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return true;
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}
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set
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{
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return;
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}
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}
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public override void AddForce(PhysicsVector force)
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{
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return;
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}
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public override void SetMomentum(PhysicsVector momentum)
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{
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return;
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}
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}
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}
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