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() { } } }