/* * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * * 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 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 ``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 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; using System.Collections.Generic; using System.Text; namespace OpenSim.Physics.Manager { public abstract class PhysicsActor { public static PhysicsActor Null { get { return new NullPhysicsActor(); } } public abstract PhysicsVector Position { get; set; } public abstract PhysicsVector Velocity { get; set; } public abstract PhysicsVector Acceleration { get; } public abstract Axiom.MathLib.Quaternion Orientation { get; set; } public abstract bool Flying { get; set; } public abstract bool Kinematic { get; set; } public abstract void AddForce(PhysicsVector force); public abstract void SetMomentum(PhysicsVector momentum); } public class NullPhysicsActor : PhysicsActor { public override PhysicsVector Position { get { return PhysicsVector.Zero; } set { return; } } public override PhysicsVector Velocity { get { return PhysicsVector.Zero; } set { return; } } public override Axiom.MathLib.Quaternion Orientation { get { return Axiom.MathLib.Quaternion.Identity; } set { } } public override PhysicsVector Acceleration { get { return PhysicsVector.Zero; } } public override bool Flying { get { return false; } set { return; } } public override bool Kinematic { get { return true; } set { return; } } public override void AddForce(PhysicsVector force) { return; } public override void SetMomentum(PhysicsVector momentum) { return; } } }