/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ using System.Collections.Generic; using Axiom.Math; using libsecondlife; namespace OpenSim.Region.Environment.Scenes { public abstract class EntityBase { protected List m_children; protected Scene m_scene; public Scene Scene { get { return m_scene; } } public LLUUID m_uuid; public virtual LLUUID UUID { get { return m_uuid; } set { m_uuid = value; } } protected string m_name; /// /// /// public virtual string Name { get { return m_name; } set { m_name = value; } } protected LLVector3 m_pos; /// /// /// public virtual LLVector3 AbsolutePosition { get { return m_pos; } set { m_pos = value; } } protected LLVector3 m_velocity; protected LLVector3 m_rotationalvelocity; /// /// /// public virtual LLVector3 Velocity { get { return m_velocity; } set { m_velocity = value; } } protected Quaternion m_rotation = new Quaternion(0, 0, 1, 0); public virtual Quaternion Rotation { get { return m_rotation; } set { m_rotation = value; } } protected uint m_localId; public virtual uint LocalId { get { return m_localId; } set { m_localId = value; } } // rex, added public bool DeleteMe = false; /// /// Creates a new Entity (should not occur on it's own) /// public EntityBase() { m_uuid = LLUUID.Zero; m_pos = new LLVector3(); m_velocity = new LLVector3(); Rotation = new Quaternion(); m_name = "(basic entity)"; m_rotationalvelocity = new LLVector3(0, 0, 0); m_children = new List(); } /// /// /// public virtual void UpdateMovement() { foreach (EntityBase child in m_children) { child.UpdateMovement(); } } /// /// Performs any updates that need to be done at each frame. This function is overridable from it's children. /// public virtual void Update() { // Do any per-frame updates needed that are applicable to every type of entity foreach (EntityBase child in m_children) { child.Update(); } } /// /// Copies the entity /// /// public virtual EntityBase Copy() { return (EntityBase) MemberwiseClone(); } public abstract void SetText(string text, Vector3 color, double alpha); } //Nested Classes public class EntityIntersection { public Vector3 ipoint = new Vector3(0, 0, 0); public float normal = 0; public bool HitTF = false; public SceneObjectPart obj; public float distance = 0; public EntityIntersection() { } public EntityIntersection(Vector3 _ipoint, float _normal, bool _HitTF) { ipoint = _ipoint; normal = _normal; HitTF = _HitTF; } } }