OpenSimMirror/OpenSim/Region/Physics/PEPlugin/PEPrim.cs

288 lines
9.6 KiB
C#
Executable File

/*
* 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 copyrightD
* 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Reflection;
using System.Collections.Generic;
using System.Xml;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenSim.Region.CoreModules.RegionSync.RegionSyncModule;
namespace OpenSim.Region.Physics.PEPlugin
{
[Serializable]
public sealed class PEPrim : PhysicsActor
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool _stopped;
private Vector3 _size;
private PrimitiveBaseShape _pbs;
private uint _localID = 0;
private bool _grabbed;
private bool _selected;
private Vector3 _position;
private float _mass;
private Vector3 _force;
private Vector3 _velocity;
private Vector3 _torque;
private float _collisionScore;
private Vector3 _acceleration;
private Quaternion _orientation;
private int _physicsActorType;
private bool _isPhysical;
private bool _flying;
private bool _setAlwaysRun;
private bool _throttleUpdates;
private bool _isColliding;
private bool _collidingGround;
private bool _collidingObj;
private bool _floatOnWater;
private Vector3 _rotationalVelocity;
private bool _kinematic;
private float _buoyancy;
private Vector3 _PIDTarget;
private bool _usePID;
private float _PIDTau;
private bool _useHoverPID;
private float _PIDHoverHeight;
private PIDHoverType _PIDHoverType;
private float _PIDHoverTao;
public PEPrim(String primName, PEScene parent_scene, Vector3 pos, Vector3 size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
{
_position = pos;
_size = size;
_orientation = rotation;
// m_log.DebugFormat("[REMOTE PRIM ENGINE] PEPrim creation of {0}", primName);
}
public override bool Stopped {
get { return _stopped; }
}
public override Vector3 Size {
get { return _size; }
set { _size = value;
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Size");
// SyncUpdated = true;
}
}
public override PrimitiveBaseShape Shape {
set { _pbs = value;
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Shape");
// SyncUpdated = true;
}
}
public override uint LocalID {
set { _localID = value;
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set LocalID");
// SyncUpdated = true;
}
get { return _localID; }
}
public override bool Grabbed {
set { _grabbed = value;
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Grabbed");
}
}
public override bool Selected {
set { _selected = value;
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Selected");
}
}
public override void CrossingFailure() { return; }
public override void link(PhysicsActor obj) { return; }
public override void delink() { return; }
public override void LockAngularMotion(Vector3 axis) { return; }
public override Vector3 Position {
get { return _position; }
set { _position = value;
// SyncUpdated = true;
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Position");
}
}
public override float Mass {
get { return _mass; }
}
public override Vector3 Force {
get { return _force; }
set { _force = value;
// SyncUpdated = true;
// m_log.Debug("[REMOTE PRIM ENGINE] PEPrim set Force");
}
}
public override int VehicleType {
get { return 0; }
set { return; }
}
public override void VehicleFloatParam(int param, float value) { }
public override void VehicleVectorParam(int param, Vector3 value) {}
public override void VehicleRotationParam(int param, Quaternion rotation) { }
public override void VehicleFlags(int param, bool remove) { }
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
public override void SetVolumeDetect(int param) { return; }
public override Vector3 GeometricCenter { get { return Vector3.Zero; } }
public override Vector3 CenterOfMass { get { return Vector3.Zero; } }
public override Vector3 Velocity {
get { return _velocity; }
set { _velocity = value;
// SyncUpdated = true;
}
}
public override Vector3 Torque {
get { return _torque; }
set { _torque = value;
// SyncUpdated = true;
}
}
public override float CollisionScore {
get { return _collisionScore; }
set { _collisionScore = value;
// SyncUpdated = true;
}
}
public override Vector3 Acceleration {
get { return _acceleration; }
}
public override Quaternion Orientation {
get { return _orientation; }
set { _orientation = value;
// SyncUpdated = true;
}
}
public override int PhysicsActorType {
get { return _physicsActorType; }
set { _physicsActorType = value;
// SyncUpdated = true;
}
}
public override bool IsPhysical {
get { return _isPhysical; }
set { _isPhysical = value;
// SyncUpdated = true;
}
}
public override bool Flying {
get { return _flying; }
set { _flying = value;
// SyncUpdated = true;
}
}
public override bool
SetAlwaysRun {
get { return _setAlwaysRun; }
set { _setAlwaysRun = value; }
}
public override bool ThrottleUpdates {
get { return _throttleUpdates; }
set { _throttleUpdates = value; }
}
public override bool IsColliding {
get { return _isColliding; }
set { _isColliding = value; }
}
public override bool CollidingGround {
get { return _collidingGround; }
set { _collidingGround = value; }
}
public override bool CollidingObj {
get { return _collidingObj; }
set { _collidingObj = value; }
}
public override bool FloatOnWater {
set { _floatOnWater = value; }
}
public override Vector3 RotationalVelocity {
get { return _rotationalVelocity; }
set { _rotationalVelocity = value; }
}
public override bool Kinematic {
get { return _kinematic; }
set { _kinematic = value; }
}
public override float Buoyancy {
get { return _buoyancy; }
set { _buoyancy = value; }
}
// Used for MoveTo
public override Vector3 PIDTarget {
set { _PIDTarget = value; }
}
public override bool PIDActive {
set { _usePID = value; }
}
public override float PIDTau {
set { _PIDTau = value; }
}
// Used for llSetHoverHeight and maybe vehicle height
// Hover Height will override MoveTo target's Z
public override bool PIDHoverActive {
set { _useHoverPID = value; }
}
public override float PIDHoverHeight {
set { _PIDHoverHeight = value; }
}
public override PIDHoverType PIDHoverType {
set { _PIDHoverType = value; }
}
public override float PIDHoverTau {
set { _PIDHoverTao = value; }
}
// For RotLookAt
public override Quaternion APIDTarget { set { return; } }
public override bool APIDActive { set { return; } }
public override float APIDStrength { set { return; } }
public override float APIDDamping { set { return; } }
public override void AddForce(Vector3 force, bool pushforce) {
}
public override void AddAngularForce(Vector3 force, bool pushforce) {
}
public override void SetMomentum(Vector3 momentum) {
}
public override void SubscribeEvents(int ms) {
}
public override void UnSubscribeEvents() {
}
public override bool SubscribedEvents() {
return false;
}
}
}