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-rw-r--r--OpenSim/Region/PhysicsModules/SharedBase/NullPhysicsScene.cs122
1 files changed, 122 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/SharedBase/NullPhysicsScene.cs b/OpenSim/Region/PhysicsModules/SharedBase/NullPhysicsScene.cs
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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Collections.Generic;
29using System.Reflection;
30using log4net;
31using Nini.Config;
32using OpenSim.Framework;
33using OpenMetaverse;
34
35namespace OpenSim.Region.Physics.Manager
36{
37 class NullPhysicsScene : PhysicsScene
38 {
39 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
40
41 private static int m_workIndicator;
42
43 public override void Initialise(IMesher meshmerizer, IConfigSource config)
44 {
45 // Does nothing right now
46 }
47
48 public override PhysicsActor AddAvatar(
49 string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
50 {
51 m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
52 return PhysicsActor.Null;
53 }
54
55 public override void RemoveAvatar(PhysicsActor actor)
56 {
57 }
58
59 public override void RemovePrim(PhysicsActor prim)
60 {
61 }
62 public override void SetWaterLevel(float baseheight)
63 {
64
65 }
66
67/*
68 public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
69 {
70 m_log.InfoFormat("NullPhysicsScene : AddPrim({0},{1})", position, size);
71 return PhysicsActor.Null;
72 }
73*/
74
75 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
76 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
77 {
78 m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
79 return PhysicsActor.Null;
80 }
81
82 public override void AddPhysicsActorTaint(PhysicsActor prim)
83 {
84 }
85
86 public override float Simulate(float timeStep)
87 {
88 m_workIndicator = (m_workIndicator + 1) % 10;
89
90 return 0f;
91 }
92
93 public override void GetResults()
94 {
95 m_log.Info("[PHYSICS]: NullPhysicsScene : GetResults()");
96 }
97
98 public override void SetTerrain(float[] heightMap)
99 {
100 m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
101 }
102
103 public override void DeleteTerrain()
104 {
105 }
106
107 public override bool IsThreaded
108 {
109 get { return false; }
110 }
111
112 public override void Dispose()
113 {
114 }
115
116 public override Dictionary<uint,float> GetTopColliders()
117 {
118 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
119 return returncolliders;
120 }
121 }
122} \ No newline at end of file