using System.Collections.Generic; using Axiom.Math; using libsecondlife; namespace OpenSim.Region.Environment.Scenes { public abstract class EntityBase { protected List<EntityBase> m_children; protected Scene m_scene; public LLUUID m_uuid; public virtual LLUUID UUID { get { return m_uuid; } set { m_uuid = value; } } protected string m_name; /// <summary> /// /// </summary> public virtual string Name { get { return m_name; } set { m_name = value; } } protected LLVector3 m_pos; /// <summary> /// /// </summary> public virtual LLVector3 Pos { get { return m_pos; } set { m_pos = value; } } public LLVector3 m_velocity; /// <summary> /// /// </summary> public virtual LLVector3 Velocity { get { return m_velocity; } set { m_velocity = value; } } protected Quaternion m_rotation = new Quaternion(0, 0, 1, 0); public virtual Quaternion Rotation { get { return m_rotation; } set { m_rotation = value; } } protected uint m_localId; public virtual uint LocalId { get { return m_localId; } set { m_localId = value; } } /// <summary> /// Creates a new Entity (should not occur on it's own) /// </summary> public EntityBase() { m_uuid = new LLUUID(); m_pos = new LLVector3(); m_velocity = new LLVector3(); Rotation = new Quaternion(); m_name = "(basic entity)"; m_children = new List<EntityBase>(); } /// <summary> /// /// </summary> public virtual void UpdateMovement() { foreach (EntityBase child in m_children) { child.UpdateMovement(); } } /// <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 (EntityBase child in m_children) { child.Update(); } } /// <summary> /// Called at a set interval to inform entities that they should back themsleves up to the DB /// </summary> public virtual void BackUp() { } /// <summary> /// Copies the entity /// </summary> /// <returns></returns> public virtual EntityBase Copy() { return (EntityBase) MemberwiseClone(); } /// <summary> /// Infoms the entity that the land (heightmap) has changed /// </summary> public virtual void LandRenegerated() { } } }