OpenSimMirror/OpenSim.Physics/Manager/PhysicsScene.cs

99 lines
3.6 KiB
C#

/*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 PhysicsScene
{
public static PhysicsScene Null
{
get
{
return new NullPhysicsScene();
}
}
public abstract PhysicsActor AddAvatar(PhysicsVector position);
public abstract PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size);
public abstract void Simulate(float timeStep);
public abstract void GetResults();
public abstract void SetTerrain(float[] heightMap);
public abstract bool IsThreaded
{
get;
}
}
public class NullPhysicsScene : PhysicsScene
{
private static int m_workIndicator;
public override PhysicsActor AddAvatar(PhysicsVector position)
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("NullPhysicsScene : AddAvatar({0})", position);
return PhysicsActor.Null;
}
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("NullPhysicsScene : AddPrim({0},{1})", position, size);
return PhysicsActor.Null;
}
public override void Simulate(float timeStep)
{
m_workIndicator = (m_workIndicator + 1) % 10;
OpenSim.Framework.Console.MainConsole.Instance.SetStatus(m_workIndicator.ToString());
}
public override void GetResults()
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("NullPhysicsScene : GetResults()");
}
public override void SetTerrain(float[] heightMap)
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine("NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
}
public override bool IsThreaded
{
get { return false; }
}
}
}