* Removed Unused 'Entity' superclass
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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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 OpenSim Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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 libsecondlife;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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{
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public abstract class Entity : EntityBase //this class (Entity) will be phased out
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{
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protected PhysicsActor m_physicsActor;
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/// <summary>
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///
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/// </summary>
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public override LLVector3 AbsolutePosition
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{
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get
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{
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if (m_physicsActor != null)
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{
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m_pos.X = m_physicsActor.Position.X;
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m_pos.Y = m_physicsActor.Position.Y;
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m_pos.Z = m_physicsActor.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 (m_physicsActor != null)
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{
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try
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{
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lock (m_scene.SyncRoot)
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{
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m_physicsActor.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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/// <summary>
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///
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/// </summary>
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public override LLVector3 Velocity
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{
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get
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{
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if (m_physicsActor != null)
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{
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m_velocity.X = m_physicsActor.Velocity.X;
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m_velocity.Y = m_physicsActor.Velocity.Y;
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m_velocity.Z = m_physicsActor.Velocity.Z;
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}
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return m_velocity;
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}
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set
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{
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if (m_physicsActor != null)
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{
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try
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{
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lock (m_scene.SyncRoot)
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{
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m_physicsActor.Velocity = 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_velocity = value;
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}
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}
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}
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}
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@ -38,7 +38,7 @@ using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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namespace OpenSim.Region.Environment.Scenes
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{
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{
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public partial class ScenePresence : Entity
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public partial class ScenePresence : EntityBase
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{
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{
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public static AvatarAnimations Animations;
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public static AvatarAnimations Animations;
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public static byte[] DefaultTexture;
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public static byte[] DefaultTexture;
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@ -132,11 +132,81 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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private readonly IClientAPI m_controllingClient;
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private readonly IClientAPI m_controllingClient;
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protected PhysicsActor m_physicsActor;
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public IClientAPI _ControllingClient
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public IClientAPI _ControllingClient
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{
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{
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get { return m_controllingClient; }
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get { return m_controllingClient; }
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}
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}
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public LLVector3 AbsolutePosition
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{
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get
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{
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if (m_physicsActor != null)
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{
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m_pos.X = m_physicsActor.Position.X;
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m_pos.Y = m_physicsActor.Position.Y;
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m_pos.Z = m_physicsActor.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 (m_physicsActor != null)
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{
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try
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{
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lock (m_scene.SyncRoot)
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{
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m_physicsActor.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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public LLVector3 Velocity
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{
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get
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{
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if (m_physicsActor != null)
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{
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m_velocity.X = m_physicsActor.Velocity.X;
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m_velocity.Y = m_physicsActor.Velocity.Y;
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m_velocity.Z = m_physicsActor.Velocity.Z;
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}
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return m_velocity;
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}
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set
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{
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if (m_physicsActor != null)
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{
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try
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{
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lock (m_scene.SyncRoot)
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{
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m_physicsActor.Velocity = 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_velocity = value;
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}
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}
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#endregion
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#endregion
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#region Constructor(s)
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#region Constructor(s)
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