OpenSimMirror/OpenSim.Physics/Manager/PhysicsActor.cs

162 lines
4.1 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 PhysicsActor
{
public static PhysicsActor Null
{
get
{
return new NullPhysicsActor();
}
}
public abstract PhysicsVector Position
{
get;
set;
}
public abstract PhysicsVector Velocity
{
get;
set;
}
public abstract PhysicsVector Acceleration
{
get;
}
public abstract Axiom.MathLib.Quaternion Orientation
{
get;
set;
}
public abstract bool Flying
{
get;
set;
}
public abstract bool Kinematic
{
get;
set;
}
public abstract void AddForce(PhysicsVector force);
public abstract void SetMomentum(PhysicsVector momentum);
}
public class NullPhysicsActor : PhysicsActor
{
public override PhysicsVector Position
{
get
{
return PhysicsVector.Zero;
}
set
{
return;
}
}
public override PhysicsVector Velocity
{
get
{
return PhysicsVector.Zero;
}
set
{
return;
}
}
public override Axiom.MathLib.Quaternion Orientation
{
get
{
return Axiom.MathLib.Quaternion.Identity;
}
set
{
}
}
public override PhysicsVector Acceleration
{
get { return PhysicsVector.Zero; }
}
public override bool Flying
{
get
{
return false;
}
set
{
return;
}
}
public override bool Kinematic
{
get
{
return true;
}
set
{
return;
}
}
public override void AddForce(PhysicsVector force)
{
return;
}
public override void SetMomentum(PhysicsVector momentum)
{
return;
}
}
}