2007-03-07 18:49:20 +00:00
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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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using Axiom.MathLib;
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2007-04-03 19:12:07 +00:00
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using OpenSim.Physics.Manager;
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2007-03-07 18:49:20 +00:00
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using OpenSim.types;
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using libsecondlife;
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2007-04-03 19:12:07 +00:00
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using OpenSim.RegionServer.world.scripting;
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2007-03-07 18:49:20 +00:00
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namespace OpenSim.world
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{
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2007-04-03 19:12:07 +00:00
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public abstract class Entity : IScriptReadonlyEntity
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2007-03-07 18:49:20 +00:00
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{
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public libsecondlife.LLUUID uuid;
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public uint localid;
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public LLVector3 velocity;
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public Quaternion rotation;
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protected List<Entity> children;
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2007-04-03 19:12:07 +00:00
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protected string m_name;
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public virtual string Name
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{
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get { return m_name; }
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}
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2007-04-04 11:06:39 +00:00
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protected LLVector3 m_pos;
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2007-04-03 19:12:07 +00:00
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protected PhysicsActor _physActor;
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protected World m_world;
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2007-04-04 11:06:39 +00:00
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public virtual LLVector3 Pos
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2007-04-03 19:12:07 +00:00
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{
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get
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{
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if (this._physActor != null)
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{
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m_pos.X = _physActor.Position.X;
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m_pos.Y = _physActor.Position.Y;
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m_pos.Z = _physActor.Position.Z;
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}
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return m_pos;
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}
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set
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{
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if (this._physActor != null)
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{
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try
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{
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lock (this.m_world.LockPhysicsEngine)
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{
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this._physActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
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}
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message);
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}
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}
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m_pos = value;
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}
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}
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2007-04-07 17:37:04 +00:00
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/// <summary>
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/// Creates a new Entity (should not occur on it's own)
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/// </summary>
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2007-03-07 18:49:20 +00:00
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public Entity()
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{
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uuid = new libsecondlife.LLUUID();
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2007-03-22 10:11:15 +00:00
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localid = 0;
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2007-04-03 19:12:07 +00:00
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m_pos = new LLVector3();
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2007-03-07 18:49:20 +00:00
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velocity = new LLVector3();
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rotation = new Quaternion();
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2007-04-03 19:12:07 +00:00
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m_name = "(basic entity)";
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2007-03-07 18:49:20 +00:00
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children = new List<Entity>();
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}
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2007-04-03 19:12:07 +00:00
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2007-03-07 18:49:20 +00:00
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public virtual void addForces()
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{
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foreach (Entity child in children)
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{
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child.addForces();
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}
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}
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2007-04-07 17:37:04 +00:00
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/// <summary>
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/// Performs any updates that need to be done at each frame. This function is overridable from it's children.
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/// </summary>
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2007-03-07 18:49:20 +00:00
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public virtual void update() {
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// Do any per-frame updates needed that are applicable to every type of entity
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foreach (Entity child in children)
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{
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child.update();
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}
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}
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2007-04-07 17:37:04 +00:00
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/// <summary>
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/// Returns a mesh for this object and any dependents
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/// </summary>
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/// <returns>The mesh of this entity tree</returns>
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2007-03-07 18:49:20 +00:00
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public virtual Mesh getMesh()
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{
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Mesh mesh = new Mesh();
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foreach (Entity child in children)
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{
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mesh += child.getMesh();
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}
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return mesh;
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}
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2007-03-08 13:21:24 +00:00
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public virtual void BackUp()
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{
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}
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2007-03-28 13:08:27 +00:00
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public virtual void LandRenegerated()
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{
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}
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2007-03-07 18:49:20 +00:00
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}
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}
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