OpenSimMirror/OpenSim/Region/Framework/Scenes/EntityBase.cs

160 lines
5.0 KiB
C#

/*
* 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 OpenSimulator 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;
using System.Reflection;
using System.Runtime.Serialization;
using System.Security.Permissions;
using log4net;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Scenes
{
public abstract class EntityBase : ISceneEntity
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// The scene to which this entity belongs
/// </summary>
public Scene Scene
{
get { return m_scene; }
}
protected Scene m_scene;
protected UUID m_uuid;
public virtual UUID UUID
{
get { return m_uuid; }
set { m_uuid = value; }
}
protected string m_name;
/// <summary>
/// The name of this entity
/// </summary>
public virtual string Name
{
get { return m_name; }
set { m_name = value; }
}
/// <summary>
/// Signals whether this entity was in a scene but has since been removed from it.
/// </summary>
public bool IsDeleted { get; protected internal set; }
protected Vector3 m_pos;
/// <summary>
/// Absolute position of this entity in a scene.
/// </summary>
public virtual Vector3 AbsolutePosition
{
get { return m_pos; }
set
{
m_pos = value;
}
}
protected Vector3 m_velocity;
protected Vector3 m_rotationalvelocity;
/// <summary>
/// Current velocity of the entity.
/// </summary>
public virtual Vector3 Velocity
{
get { return m_velocity; }
set { m_velocity = value; }
}
protected uint m_localId;
public virtual uint LocalId
{
get { return m_localId; }
set
{
m_localId = value;
// m_log.DebugFormat("[ENTITY BASE]: Set part {0} to local id {1}", Name, m_localId);
}
}
/// <summary>
/// Creates a new Entity (should not occur on it's own)
/// </summary>
public EntityBase()
{
m_name = "(basic entity)";
}
/// <summary>
/// Performs any updates that need to be done at each frame, as opposed to immediately.
/// These included scheduled updates and updates that occur due to physics processing.
/// </summary>
public abstract void Update();
/// <summary>
/// Copies the entity
/// </summary>
/// <returns></returns>
public virtual EntityBase Copy()
{
return (EntityBase) MemberwiseClone();
}
}
//Nested Classes
public class EntityIntersection
{
public Vector3 ipoint = new Vector3(0, 0, 0);
public Vector3 normal = new Vector3(0, 0, 0);
public Vector3 AAfaceNormal = new Vector3(0, 0, 0);
public int face = -1;
public bool HitTF = false;
public SceneObjectPart obj;
public float distance = 0;
public EntityIntersection()
{
}
public EntityIntersection(Vector3 _ipoint, Vector3 _normal, bool _HitTF)
{
ipoint = _ipoint;
normal = _normal;
HitTF = _HitTF;
}
}
}