/* * Copyright (c) Contributors, http://opensimulator.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 OpenSimulator 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.Runtime.Serialization; using System.Security.Permissions; using OpenMetaverse; namespace OpenSim.Region.Framework.Scenes { public abstract class EntityBase { /// <summary> /// The scene to which this entity belongs /// </summary> public Scene Scene { get { return m_scene; } } protected Scene m_scene; protected UUID m_uuid; public virtual UUID UUID { get { return m_uuid; } set { m_uuid = value; } } protected string m_name; /// <summary> /// The name of this entity /// </summary> public virtual string Name { get { return m_name; } set { m_name = value; } } /// <summary> /// Signals whether this entity was in a scene but has since been removed from it. /// </summary> public bool IsDeleted { get { return m_isDeleted; } } protected bool m_isDeleted; protected Vector3 m_pos; /// <summary> /// /// </summary> public virtual Vector3 AbsolutePosition { get { return m_pos; } set { m_pos = value; } } protected Vector3 m_velocity; protected Vector3 m_rotationalvelocity; /// <summary> /// Current velocity of the entity. /// </summary> public virtual Vector3 Velocity { get { return m_velocity; } set { m_velocity = value; } } protected Quaternion m_rotation = new Quaternion(0f, 0f, 1f, 0f); 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 = UUID.Zero; m_pos = Vector3.Zero; m_velocity = Vector3.Zero; Rotation = Quaternion.Identity; m_name = "(basic entity)"; m_rotationalvelocity = Vector3.Zero; } /// <summary> /// /// </summary> public abstract void UpdateMovement(); /// <summary> /// Performs any updates that need to be done at each frame, as opposed to immediately. /// These included scheduled updates and updates that occur due to physics processing. /// </summary> public abstract void Update(); /// <summary> /// Copies the entity /// </summary> /// <returns></returns> public virtual EntityBase Copy() { return (EntityBase) MemberwiseClone(); } public abstract void SetText(string text, Vector3 color, double alpha); } //Nested Classes public class EntityIntersection { public Vector3 ipoint = new Vector3(0, 0, 0); public Vector3 normal = new Vector3(0, 0, 0); public Vector3 AAfaceNormal = new Vector3(0, 0, 0); public int face = -1; public bool HitTF = false; public SceneObjectPart obj; public float distance = 0; public EntityIntersection() { } public EntityIntersection(Vector3 _ipoint, Vector3 _normal, bool _HitTF) { ipoint = _ipoint; normal = _normal; HitTF = _HitTF; } } }