diff options
author | Jeff Ames | 2010-02-22 13:16:40 +0900 |
---|---|---|
committer | Jeff Ames | 2010-02-22 13:16:40 +0900 |
commit | 300f4c58a646daa233a370e46f257bf65453aea8 (patch) | |
tree | c9c37fb0999607aec8b2adee352bc2b82e2c0ce5 /OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | |
parent | Formatting cleanup. (diff) | |
download | opensim-SC_OLD-300f4c58a646daa233a370e46f257bf65453aea8.zip opensim-SC_OLD-300f4c58a646daa233a370e46f257bf65453aea8.tar.gz opensim-SC_OLD-300f4c58a646daa233a370e46f257bf65453aea8.tar.bz2 opensim-SC_OLD-300f4c58a646daa233a370e46f257bf65453aea8.tar.xz |
Separate PhysX classes into separate files.
Diffstat (limited to 'OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs')
-rw-r--r-- | OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | 771 |
1 files changed, 1 insertions, 770 deletions
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs index dd2c686..ca7a4f8 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | |||
@@ -1,4 +1,4 @@ | |||
1 | /*/* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
@@ -73,773 +73,4 @@ namespace OpenSim.Region.Physics.PhysXPlugin | |||
73 | { | 73 | { |
74 | } | 74 | } |
75 | } | 75 | } |
76 | |||
77 | public class PhysXScene : PhysicsScene | ||
78 | { | ||
79 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
80 | private List<PhysXCharacter> _characters = new List<PhysXCharacter>(); | ||
81 | private List<PhysXPrim> _prims = new List<PhysXPrim>(); | ||
82 | private float[] _heightMap = null; | ||
83 | private NxPhysicsSDK mySdk; | ||
84 | private NxScene scene; | ||
85 | |||
86 | // protected internal string sceneIdentifier; | ||
87 | public PhysXScene(string _sceneIdentifier) | ||
88 | { | ||
89 | //sceneIdentifier = _sceneIdentifier; | ||
90 | |||
91 | mySdk = NxPhysicsSDK.CreateSDK(); | ||
92 | m_log.Info("Sdk created - now creating scene"); | ||
93 | scene = mySdk.CreateScene(); | ||
94 | } | ||
95 | |||
96 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
97 | { | ||
98 | // Does nothing right now | ||
99 | } | ||
100 | public override void Dispose() | ||
101 | { | ||
102 | |||
103 | } | ||
104 | |||
105 | public override void SetWaterLevel(float baseheight) | ||
106 | { | ||
107 | |||
108 | } | ||
109 | |||
110 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
111 | { | ||
112 | Vec3 pos = new Vec3(); | ||
113 | pos.X = position.X; | ||
114 | pos.Y = position.Y; | ||
115 | pos.Z = position.Z; | ||
116 | PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos)); | ||
117 | act.Flying = isFlying; | ||
118 | act.Position = position; | ||
119 | _characters.Add(act); | ||
120 | return act; | ||
121 | } | ||
122 | |||
123 | public override void RemovePrim(PhysicsActor prim) | ||
124 | { | ||
125 | } | ||
126 | |||
127 | public override void RemoveAvatar(PhysicsActor actor) | ||
128 | { | ||
129 | } | ||
130 | |||
131 | private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) | ||
132 | { | ||
133 | Vec3 pos = new Vec3(); | ||
134 | pos.X = position.X; | ||
135 | pos.Y = position.Y; | ||
136 | pos.Z = position.Z; | ||
137 | Vec3 siz = new Vec3(); | ||
138 | siz.X = size.X; | ||
139 | siz.Y = size.Y; | ||
140 | siz.Z = size.Z; | ||
141 | PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz)); | ||
142 | _prims.Add(act); | ||
143 | return act; | ||
144 | } | ||
145 | |||
146 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
147 | Vector3 size, Quaternion rotation) //To be removed | ||
148 | { | ||
149 | return AddPrimShape(primName, pbs, position, size, rotation, false); | ||
150 | } | ||
151 | |||
152 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
153 | Vector3 size, Quaternion rotation, bool isPhysical) | ||
154 | { | ||
155 | return AddPrim(position, size, rotation); | ||
156 | } | ||
157 | |||
158 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
159 | { | ||
160 | } | ||
161 | |||
162 | public override float Simulate(float timeStep) | ||
163 | { | ||
164 | float fps = 0f; | ||
165 | try | ||
166 | { | ||
167 | foreach (PhysXCharacter actor in _characters) | ||
168 | { | ||
169 | actor.Move(timeStep); | ||
170 | } | ||
171 | scene.Simulate(timeStep); | ||
172 | scene.FetchResults(); | ||
173 | scene.UpdateControllers(); | ||
174 | |||
175 | foreach (PhysXCharacter actor in _characters) | ||
176 | { | ||
177 | actor.UpdatePosition(); | ||
178 | } | ||
179 | } | ||
180 | catch (Exception e) | ||
181 | { | ||
182 | m_log.Error(e.Message); | ||
183 | } | ||
184 | return fps; | ||
185 | } | ||
186 | |||
187 | public override void GetResults() | ||
188 | { | ||
189 | } | ||
190 | |||
191 | public override bool IsThreaded | ||
192 | { | ||
193 | get { return (false); // for now we won't be multithreaded | ||
194 | } | ||
195 | } | ||
196 | |||
197 | public override void SetTerrain(float[] heightMap) | ||
198 | { | ||
199 | if (_heightMap != null) | ||
200 | { | ||
201 | m_log.Debug("PhysX - deleting old terrain"); | ||
202 | scene.DeleteTerrain(); | ||
203 | } | ||
204 | _heightMap = heightMap; | ||
205 | scene.AddTerrain(heightMap); | ||
206 | } | ||
207 | |||
208 | public override void DeleteTerrain() | ||
209 | { | ||
210 | scene.DeleteTerrain(); | ||
211 | } | ||
212 | |||
213 | public override Dictionary<uint, float> GetTopColliders() | ||
214 | { | ||
215 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | ||
216 | return returncolliders; | ||
217 | } | ||
218 | |||
219 | } | ||
220 | |||
221 | public class PhysXCharacter : PhysicsActor | ||
222 | { | ||
223 | private Vector3 _position; | ||
224 | private Vector3 _velocity; | ||
225 | private Vector3 m_rotationalVelocity = Vector3.Zero; | ||
226 | private Vector3 _acceleration; | ||
227 | private NxCharacter _character; | ||
228 | private bool flying; | ||
229 | private bool iscolliding = false; | ||
230 | private float gravityAccel; | ||
231 | |||
232 | public PhysXCharacter(NxCharacter character) | ||
233 | { | ||
234 | _character = character; | ||
235 | } | ||
236 | |||
237 | public override int PhysicsActorType | ||
238 | { | ||
239 | get { return (int) ActorTypes.Agent; } | ||
240 | set { return; } | ||
241 | } | ||
242 | |||
243 | public override bool SetAlwaysRun | ||
244 | { | ||
245 | get { return false; } | ||
246 | set { return; } | ||
247 | } | ||
248 | |||
249 | public override uint LocalID | ||
250 | { | ||
251 | set { return; } | ||
252 | } | ||
253 | |||
254 | public override bool Grabbed | ||
255 | { | ||
256 | set { return; } | ||
257 | } | ||
258 | |||
259 | public override bool Selected | ||
260 | { | ||
261 | set { return; } | ||
262 | } | ||
263 | |||
264 | public override float Buoyancy | ||
265 | { | ||
266 | get { return 0f; } | ||
267 | set { return; } | ||
268 | } | ||
269 | |||
270 | public override bool FloatOnWater | ||
271 | { | ||
272 | set { return; } | ||
273 | } | ||
274 | |||
275 | public override bool IsPhysical | ||
276 | { | ||
277 | get { return false; } | ||
278 | set { return; } | ||
279 | } | ||
280 | |||
281 | public override bool ThrottleUpdates | ||
282 | { | ||
283 | get { return false; } | ||
284 | set { return; } | ||
285 | } | ||
286 | |||
287 | public override bool Flying | ||
288 | { | ||
289 | get { return flying; } | ||
290 | set { flying = value; } | ||
291 | } | ||
292 | |||
293 | public override bool IsColliding | ||
294 | { | ||
295 | get { return iscolliding; } | ||
296 | set { iscolliding = value; } | ||
297 | } | ||
298 | |||
299 | public override bool CollidingGround | ||
300 | { | ||
301 | get { return false; } | ||
302 | set { return; } | ||
303 | } | ||
304 | |||
305 | public override bool CollidingObj | ||
306 | { | ||
307 | get { return false; } | ||
308 | set { return; } | ||
309 | } | ||
310 | |||
311 | public override Vector3 RotationalVelocity | ||
312 | { | ||
313 | get { return m_rotationalVelocity; } | ||
314 | set { m_rotationalVelocity = value; } | ||
315 | } | ||
316 | |||
317 | public override bool Stopped | ||
318 | { | ||
319 | get { return false; } | ||
320 | } | ||
321 | |||
322 | public override Vector3 Position | ||
323 | { | ||
324 | get { return _position; } | ||
325 | set | ||
326 | { | ||
327 | _position = value; | ||
328 | Vec3 ps = new Vec3(); | ||
329 | ps.X = value.X; | ||
330 | ps.Y = value.Y; | ||
331 | ps.Z = value.Z; | ||
332 | _character.Position = ps; | ||
333 | } | ||
334 | } | ||
335 | |||
336 | public override Vector3 Size | ||
337 | { | ||
338 | get { return Vector3.Zero; } | ||
339 | set { } | ||
340 | } | ||
341 | |||
342 | public override float Mass | ||
343 | { | ||
344 | get { return 0f; } | ||
345 | } | ||
346 | |||
347 | public override Vector3 Force | ||
348 | { | ||
349 | get { return Vector3.Zero; } | ||
350 | set { return; } | ||
351 | } | ||
352 | |||
353 | public override int VehicleType | ||
354 | { | ||
355 | get { return 0; } | ||
356 | set { return; } | ||
357 | } | ||
358 | |||
359 | public override void VehicleFloatParam(int param, float value) | ||
360 | { | ||
361 | |||
362 | } | ||
363 | |||
364 | public override void VehicleVectorParam(int param, Vector3 value) | ||
365 | { | ||
366 | |||
367 | } | ||
368 | |||
369 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
370 | { | ||
371 | |||
372 | } | ||
373 | |||
374 | public override void VehicleFlags(int param, bool remove) { } | ||
375 | |||
376 | public override void SetVolumeDetect(int param) | ||
377 | { | ||
378 | |||
379 | } | ||
380 | |||
381 | |||
382 | public override Vector3 CenterOfMass | ||
383 | { | ||
384 | get { return Vector3.Zero; } | ||
385 | } | ||
386 | |||
387 | public override Vector3 GeometricCenter | ||
388 | { | ||
389 | get { return Vector3.Zero; } | ||
390 | } | ||
391 | |||
392 | public override Vector3 Velocity | ||
393 | { | ||
394 | get { return _velocity; } | ||
395 | set { _velocity = value; } | ||
396 | } | ||
397 | |||
398 | public override float CollisionScore | ||
399 | { | ||
400 | get { return 0f; } | ||
401 | set { } | ||
402 | } | ||
403 | |||
404 | public override bool Kinematic | ||
405 | { | ||
406 | get { return false; } | ||
407 | set { } | ||
408 | } | ||
409 | |||
410 | public override Quaternion Orientation | ||
411 | { | ||
412 | get { return Quaternion.Identity; } | ||
413 | set { } | ||
414 | } | ||
415 | |||
416 | public override Vector3 Acceleration | ||
417 | { | ||
418 | get { return _acceleration; } | ||
419 | } | ||
420 | |||
421 | public void SetAcceleration(Vector3 accel) | ||
422 | { | ||
423 | _acceleration = accel; | ||
424 | } | ||
425 | |||
426 | public override void AddForce(Vector3 force, bool pushforce) | ||
427 | { | ||
428 | } | ||
429 | public override Vector3 Torque | ||
430 | { | ||
431 | get { return Vector3.Zero; } | ||
432 | set { return; } | ||
433 | } | ||
434 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
435 | { | ||
436 | } | ||
437 | |||
438 | public override void link(PhysicsActor obj) | ||
439 | { | ||
440 | |||
441 | } | ||
442 | |||
443 | public override void delink() | ||
444 | { | ||
445 | |||
446 | } | ||
447 | |||
448 | public override void LockAngularMotion(Vector3 axis) | ||
449 | { | ||
450 | |||
451 | } | ||
452 | |||
453 | public override void SetMomentum(Vector3 momentum) | ||
454 | { | ||
455 | } | ||
456 | |||
457 | public void Move(float timeStep) | ||
458 | { | ||
459 | Vec3 vec = new Vec3(); | ||
460 | vec.X = _velocity.X*timeStep; | ||
461 | vec.Y = _velocity.Y*timeStep; | ||
462 | if (flying) | ||
463 | { | ||
464 | vec.Z = (_velocity.Z)*timeStep; | ||
465 | } | ||
466 | else | ||
467 | { | ||
468 | gravityAccel += -9.8f; | ||
469 | vec.Z = (gravityAccel + _velocity.Z)*timeStep; | ||
470 | } | ||
471 | int res = _character.Move(vec); | ||
472 | if (res == 1) | ||
473 | { | ||
474 | gravityAccel = 0; | ||
475 | } | ||
476 | } | ||
477 | |||
478 | public override PrimitiveBaseShape Shape | ||
479 | { | ||
480 | set { return; } | ||
481 | } | ||
482 | |||
483 | public void UpdatePosition() | ||
484 | { | ||
485 | Vec3 vec = _character.Position; | ||
486 | _position.X = vec.X; | ||
487 | _position.Y = vec.Y; | ||
488 | _position.Z = vec.Z; | ||
489 | } | ||
490 | public override void CrossingFailure() | ||
491 | { | ||
492 | |||
493 | } | ||
494 | |||
495 | public override Vector3 PIDTarget { set { return; } } | ||
496 | public override bool PIDActive { set { return; } } | ||
497 | public override float PIDTau { set { return; } } | ||
498 | |||
499 | public override float PIDHoverHeight { set { return; } } | ||
500 | public override bool PIDHoverActive { set { return; } } | ||
501 | public override PIDHoverType PIDHoverType { set { return; } } | ||
502 | public override float PIDHoverTau { set { return; } } | ||
503 | |||
504 | public override Quaternion APIDTarget | ||
505 | { | ||
506 | set { return; } | ||
507 | } | ||
508 | |||
509 | public override bool APIDActive | ||
510 | { | ||
511 | set { return; } | ||
512 | } | ||
513 | |||
514 | public override float APIDStrength | ||
515 | { | ||
516 | set { return; } | ||
517 | } | ||
518 | |||
519 | public override float APIDDamping | ||
520 | { | ||
521 | set { return; } | ||
522 | } | ||
523 | |||
524 | |||
525 | |||
526 | public override void SubscribeEvents(int ms) | ||
527 | { | ||
528 | |||
529 | } | ||
530 | public override void UnSubscribeEvents() | ||
531 | { | ||
532 | |||
533 | } | ||
534 | public override bool SubscribedEvents() | ||
535 | { | ||
536 | return false; | ||
537 | } | ||
538 | } | ||
539 | |||
540 | |||
541 | public class PhysXPrim : PhysicsActor | ||
542 | { | ||
543 | private Vector3 _velocity; | ||
544 | private Vector3 _acceleration; | ||
545 | private Vector3 m_rotationalVelocity; | ||
546 | private NxActor _prim; | ||
547 | |||
548 | public PhysXPrim(NxActor prim) | ||
549 | { | ||
550 | _velocity = Vector3.Zero; | ||
551 | _acceleration = Vector3.Zero; | ||
552 | _prim = prim; | ||
553 | } | ||
554 | |||
555 | public override int PhysicsActorType | ||
556 | { | ||
557 | get { return (int) ActorTypes.Prim; } | ||
558 | set { return; } | ||
559 | } | ||
560 | |||
561 | public override bool IsPhysical | ||
562 | { | ||
563 | get { return false; } | ||
564 | set { return; } | ||
565 | } | ||
566 | |||
567 | public override bool SetAlwaysRun | ||
568 | { | ||
569 | get { return false; } | ||
570 | set { return; } | ||
571 | } | ||
572 | |||
573 | public override uint LocalID | ||
574 | { | ||
575 | set { return; } | ||
576 | } | ||
577 | |||
578 | public override bool Grabbed | ||
579 | { | ||
580 | set { return; } | ||
581 | } | ||
582 | |||
583 | public override bool Selected | ||
584 | { | ||
585 | set { return; } | ||
586 | } | ||
587 | |||
588 | public override float Buoyancy | ||
589 | { | ||
590 | get { return 0f; } | ||
591 | set { return; } | ||
592 | } | ||
593 | |||
594 | public override bool FloatOnWater | ||
595 | { | ||
596 | set { return; } | ||
597 | } | ||
598 | |||
599 | public override bool ThrottleUpdates | ||
600 | { | ||
601 | get { return false; } | ||
602 | set { return; } | ||
603 | } | ||
604 | |||
605 | public override Vector3 RotationalVelocity | ||
606 | { | ||
607 | get { return m_rotationalVelocity; } | ||
608 | set { m_rotationalVelocity = value; } | ||
609 | } | ||
610 | |||
611 | public override bool Flying | ||
612 | { | ||
613 | get { return false; //no flying prims for you | ||
614 | } | ||
615 | set { } | ||
616 | } | ||
617 | |||
618 | public override bool IsColliding | ||
619 | { | ||
620 | get { return false; } | ||
621 | set { } | ||
622 | } | ||
623 | |||
624 | public override bool CollidingGround | ||
625 | { | ||
626 | get { return false; } | ||
627 | set { return; } | ||
628 | } | ||
629 | |||
630 | public override bool CollidingObj | ||
631 | { | ||
632 | get { return false; } | ||
633 | set { return; } | ||
634 | } | ||
635 | |||
636 | public override bool Stopped | ||
637 | { | ||
638 | get { return false; } | ||
639 | } | ||
640 | |||
641 | public override Vector3 Position | ||
642 | { | ||
643 | get | ||
644 | { | ||
645 | Vector3 pos = Vector3.Zero; | ||
646 | Vec3 vec = _prim.Position; | ||
647 | pos.X = vec.X; | ||
648 | pos.Y = vec.Y; | ||
649 | pos.Z = vec.Z; | ||
650 | return pos; | ||
651 | } | ||
652 | set | ||
653 | { | ||
654 | Vector3 vec = value; | ||
655 | Vec3 pos = new Vec3(); | ||
656 | pos.X = vec.X; | ||
657 | pos.Y = vec.Y; | ||
658 | pos.Z = vec.Z; | ||
659 | _prim.Position = pos; | ||
660 | } | ||
661 | } | ||
662 | |||
663 | public override PrimitiveBaseShape Shape | ||
664 | { | ||
665 | set { return; } | ||
666 | } | ||
667 | |||
668 | public override Vector3 Velocity | ||
669 | { | ||
670 | get { return _velocity; } | ||
671 | set { _velocity = value; } | ||
672 | } | ||
673 | |||
674 | public override Vector3 Torque | ||
675 | { | ||
676 | get { return Vector3.Zero; } | ||
677 | set { return; } | ||
678 | } | ||
679 | |||
680 | public override float CollisionScore | ||
681 | { | ||
682 | get { return 0f; } | ||
683 | set { } | ||
684 | } | ||
685 | |||
686 | public override bool Kinematic | ||
687 | { | ||
688 | get { return _prim.Kinematic; } | ||
689 | set { _prim.Kinematic = value; } | ||
690 | } | ||
691 | |||
692 | public override Quaternion Orientation | ||
693 | { | ||
694 | get | ||
695 | { | ||
696 | Quaternion res; | ||
697 | PhysXWrapper.Quaternion quat = _prim.GetOrientation(); | ||
698 | res.W = quat.W; | ||
699 | res.X = quat.X; | ||
700 | res.Y = quat.Y; | ||
701 | res.Z = quat.Z; | ||
702 | return res; | ||
703 | } | ||
704 | set { } | ||
705 | } | ||
706 | |||
707 | public override Vector3 Acceleration | ||
708 | { | ||
709 | get { return _acceleration; } | ||
710 | } | ||
711 | |||
712 | public void SetAcceleration(Vector3 accel) | ||
713 | { | ||
714 | _acceleration = accel; | ||
715 | } | ||
716 | |||
717 | public override void AddForce(Vector3 force, bool pushforce) | ||
718 | { | ||
719 | } | ||
720 | |||
721 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
722 | { | ||
723 | } | ||
724 | |||
725 | public override void SetMomentum(Vector3 momentum) | ||
726 | { | ||
727 | } | ||
728 | |||
729 | public override Vector3 Size | ||
730 | { | ||
731 | get { return Vector3.Zero; } | ||
732 | set { } | ||
733 | } | ||
734 | |||
735 | public override void link(PhysicsActor obj) | ||
736 | { | ||
737 | } | ||
738 | |||
739 | public override void delink() | ||
740 | { | ||
741 | } | ||
742 | |||
743 | public override void LockAngularMotion(Vector3 axis) | ||
744 | { | ||
745 | |||
746 | } | ||
747 | |||
748 | public override float Mass | ||
749 | { | ||
750 | get { return 0f; } | ||
751 | } | ||
752 | |||
753 | public override Vector3 Force | ||
754 | { | ||
755 | get { return Vector3.Zero; } | ||
756 | set { return; } | ||
757 | } | ||
758 | |||
759 | public override int VehicleType | ||
760 | { | ||
761 | get { return 0; } | ||
762 | set { return; } | ||
763 | } | ||
764 | |||
765 | public override void VehicleFloatParam(int param, float value) | ||
766 | { | ||
767 | |||
768 | } | ||
769 | |||
770 | public override void VehicleVectorParam(int param, Vector3 value) | ||
771 | { | ||
772 | |||
773 | } | ||
774 | |||
775 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
776 | { | ||
777 | |||
778 | } | ||
779 | |||
780 | public override void VehicleFlags(int param, bool remove) { } | ||
781 | |||
782 | public override void SetVolumeDetect(int param) | ||
783 | { | ||
784 | |||
785 | } | ||
786 | |||
787 | public override Vector3 CenterOfMass | ||
788 | { | ||
789 | get { return Vector3.Zero; } | ||
790 | } | ||
791 | |||
792 | public override Vector3 GeometricCenter | ||
793 | { | ||
794 | get { return Vector3.Zero; } | ||
795 | } | ||
796 | |||
797 | public override void CrossingFailure() | ||
798 | { | ||
799 | } | ||
800 | |||
801 | public override Vector3 PIDTarget { set { return; } } | ||
802 | public override bool PIDActive { set { return; } } | ||
803 | public override float PIDTau { set { return; } } | ||
804 | |||
805 | public override float PIDHoverHeight { set { return; } } | ||
806 | public override bool PIDHoverActive { set { return; } } | ||
807 | public override PIDHoverType PIDHoverType { set { return; } } | ||
808 | public override float PIDHoverTau { set { return; } } | ||
809 | |||
810 | public override Quaternion APIDTarget | ||
811 | { | ||
812 | set { return; } | ||
813 | } | ||
814 | |||
815 | public override bool APIDActive | ||
816 | { | ||
817 | set { return; } | ||
818 | } | ||
819 | |||
820 | public override float APIDStrength | ||
821 | { | ||
822 | set { return; } | ||
823 | } | ||
824 | |||
825 | public override float APIDDamping | ||
826 | { | ||
827 | set { return; } | ||
828 | } | ||
829 | |||
830 | |||
831 | |||
832 | public override void SubscribeEvents(int ms) | ||
833 | { | ||
834 | |||
835 | } | ||
836 | public override void UnSubscribeEvents() | ||
837 | { | ||
838 | |||
839 | } | ||
840 | public override bool SubscribedEvents() | ||
841 | { | ||
842 | return false; | ||
843 | } | ||
844 | } | ||
845 | } | 76 | } |