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

134 lines
3.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using Axiom.MathLib;
using libsecondlife;
namespace OpenSim.Region.Environment.Scenes
{
public abstract class EntityBase
{
public libsecondlife.LLUUID uuid;
protected List<EntityBase> children;
protected Scene m_world;
protected string m_name;
/// <summary>
///
/// </summary>
public virtual string Name
{
get { return m_name; }
}
protected LLVector3 m_pos;
/// <summary>
///
/// </summary>
public virtual LLVector3 Pos
{
get
{
return m_pos;
}
set
{
m_pos = value;
}
}
public LLVector3 velocity;
/// <summary>
///
/// </summary>
public virtual LLVector3 Velocity
{
get
{
return velocity;
}
set
{
velocity = value;
}
}
public Quaternion _rotation;
public virtual Quaternion rotation
{
get
{
return _rotation;
}
set
{
_rotation = value;
}
}
protected uint m_localId;
public uint LocalId
{
get { return m_localId; }
}
/// <summary>
/// Creates a new Entity (should not occur on it's own)
/// </summary>
public EntityBase()
{
uuid = new libsecondlife.LLUUID();
m_pos = new LLVector3();
velocity = new LLVector3();
rotation = new Quaternion();
m_name = "(basic entity)";
children = new List<EntityBase>();
}
/// <summary>
///
/// </summary>
public virtual void updateMovement()
{
foreach (EntityBase child in children)
{
child.updateMovement();
}
}
/// <summary>
/// Performs any updates that need to be done at each frame. This function is overridable from it's children.
/// </summary>
public virtual void update()
{
// Do any per-frame updates needed that are applicable to every type of entity
foreach (EntityBase child in children)
{
child.update();
}
}
/// <summary>
/// Called at a set interval to inform entities that they should back themsleves up to the DB
/// </summary>
public virtual void BackUp()
{
}
/// <summary>
/// Infoms the entity that the land (heightmap) has changed
/// </summary>
public virtual void LandRenegerated()
{
}
}
}