OpenSimMirror/OpenSim/OpenSim.RegionServer/world/Entity.cs

152 lines
4.9 KiB
C#

/*
* Copyright (c) Contributors, http://www.openmetaverse.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 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 OpenSim 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
* (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;
using Axiom.MathLib;
using OpenSim.Physics.Manager;
using OpenSim.types;
using libsecondlife;
using OpenSim.RegionServer.world.scripting;
namespace OpenSim.world
{
public abstract class Entity : IScriptReadonlyEntity
{
public libsecondlife.LLUUID uuid;
public uint localid;
public LLVector3 velocity;
public Quaternion rotation;
protected List<Entity> children;
protected string m_name;
public virtual string Name
{
get { return m_name; }
}
protected LLVector3 m_pos;
protected PhysicsActor _physActor;
protected World m_world;
public virtual LLVector3 Pos
{
get
{
if (this._physActor != null)
{
m_pos.X = _physActor.Position.X;
m_pos.Y = _physActor.Position.Y;
m_pos.Z = _physActor.Position.Z;
}
return m_pos;
}
set
{
if (this._physActor != null)
{
try
{
lock (this.m_world.LockPhysicsEngine)
{
this._physActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
}
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
}
m_pos = value;
}
}
/// <summary>
/// Creates a new Entity (should not occur on it's own)
/// </summary>
public Entity()
{
uuid = new libsecondlife.LLUUID();
localid = 0;
m_pos = new LLVector3();
velocity = new LLVector3();
rotation = new Quaternion();
m_name = "(basic entity)";
children = new List<Entity>();
}
public virtual void addForces()
{
foreach (Entity child in children)
{
child.addForces();
}
}
/// <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 (Entity child in children)
{
child.update();
}
}
/// <summary>
/// Returns a mesh for this object and any dependents
/// </summary>
/// <returns>The mesh of this entity tree</returns>
public virtual Mesh getMesh()
{
Mesh mesh = new Mesh();
foreach (Entity child in children)
{
mesh += child.getMesh();
}
return mesh;
}
public virtual void BackUp()
{
}
public virtual void LandRenegerated()
{
}
}
}