From 3376b82501000692d6dac24b051af738cdaf2737 Mon Sep 17 00:00:00 2001 From: MW Date: Thu, 24 May 2007 12:16:50 +0000 Subject: Some more code refactoring, plus a restructuring of the directories so that the Grid servers can be a separate solution to the region server. --- .../OpenSim.RegionServer/world/Entity.cs | 124 +++++++++++++++++++++ 1 file changed, 124 insertions(+) create mode 100644 OpenSim-Source/OpenSim.RegionServer/world/Entity.cs (limited to 'OpenSim-Source/OpenSim.RegionServer/world/Entity.cs') diff --git a/OpenSim-Source/OpenSim.RegionServer/world/Entity.cs b/OpenSim-Source/OpenSim.RegionServer/world/Entity.cs new file mode 100644 index 0000000..96e039a --- /dev/null +++ b/OpenSim-Source/OpenSim.RegionServer/world/Entity.cs @@ -0,0 +1,124 @@ +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 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; + } + } + + /// + /// Creates a new Entity (should not occur on it's own) + /// + 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(); + } + + public virtual void addForces() + { + foreach (Entity child in children) + { + child.addForces(); + } + } + + /// + /// Performs any updates that need to be done at each frame. This function is overridable from it's children. + /// + 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(); + } + } + + /// + /// Returns a mesh for this object and any dependents + /// + /// The mesh of this entity tree + 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() + { + + } + } +} -- cgit v1.1