160 lines
4.7 KiB
C#
160 lines
4.7 KiB
C#
/*
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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 Axiom.Math;
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using OpenSim.Framework;
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namespace OpenSim.Region.Physics.Manager
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{
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public delegate void PositionUpdate(PhysicsVector position);
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public delegate void VelocityUpdate(PhysicsVector velocity);
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public delegate void OrientationUpdate(Quaternion orientation);
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public abstract class PhysicsActor
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{
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#pragma warning disable 67
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public event PositionUpdate OnPositionUpdate;
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public event VelocityUpdate OnVelocityUpdate;
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public event OrientationUpdate OnOrientationUpdate;
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#pragma warning restore 67
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public static PhysicsActor Null
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{
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get { return new NullPhysicsActor(); }
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}
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public abstract PhysicsVector Size { get; set; }
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public abstract PrimitiveBaseShape Shape
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{
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set;
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}
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public abstract PhysicsVector Position { get; set; }
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public abstract PhysicsVector Velocity { get; set; }
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public abstract PhysicsVector Acceleration { get; }
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public abstract Quaternion Orientation { get; set; }
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public abstract bool IsPhysical {get; set;}
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public abstract bool Flying { get; set; }
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public abstract bool IsColliding { get; set; }
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public abstract PhysicsVector RotationalVelocity { get; set; }
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public abstract bool Kinematic { get; set; }
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public abstract void AddForce(PhysicsVector force);
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public abstract void SetMomentum(PhysicsVector momentum);
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}
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public class NullPhysicsActor : PhysicsActor
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{
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public override PhysicsVector Position
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{
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get { return PhysicsVector.Zero; }
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set { return; }
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}
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public override PhysicsVector Size
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{
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get { return PhysicsVector.Zero; }
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set { return; }
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}
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public override PrimitiveBaseShape Shape
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{
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set
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{
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return;
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}
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}
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public override PhysicsVector Velocity
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{
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get { return PhysicsVector.Zero; }
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set { return; }
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}
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public override Quaternion Orientation
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{
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get { return Quaternion.Identity; }
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set { }
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}
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public override PhysicsVector Acceleration
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{
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get { return PhysicsVector.Zero; }
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}
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public override bool IsPhysical
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{
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get { return false; }
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set { return; }
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}
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public override bool Flying
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{
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get { return false; }
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set { return; }
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}
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public override bool IsColliding
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{
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get { return false; }
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set { return; }
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}
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public override bool Kinematic
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{
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get { return true; }
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set { return; }
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}
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public override void AddForce(PhysicsVector force)
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{
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return;
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}
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public override PhysicsVector RotationalVelocity
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{
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get { return PhysicsVector.Zero; }
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set { return; }
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}
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public override void SetMomentum(PhysicsVector momentum)
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{
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return;
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}
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}
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} |