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-rw-r--r--OpenSim/OpenSim.Region/Scene/Entities/Entity.cs148
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diff --git a/OpenSim/OpenSim.Region/Scene/Entities/Entity.cs b/OpenSim/OpenSim.Region/Scene/Entities/Entity.cs
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1/*
2* Copyright (c) Contributors, http://www.openmetaverse.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28using System;
29using System.Collections.Generic;
30using System.Text;
31using Axiom.MathLib;
32using OpenSim.Physics.Manager;
33using libsecondlife;
34using OpenSim.Region.Scripting;
35
36namespace OpenSim.Region
37{
38 public abstract class Entity : IScriptReadonlyEntity
39 {
40 public libsecondlife.LLUUID uuid;
41 public uint localid;
42 public LLVector3 velocity;
43 public Quaternion rotation;
44 protected List<Entity> children;
45 protected LLVector3 m_pos;
46 protected PhysicsActor _physActor;
47 protected Scene m_world;
48 protected string m_name;
49
50 /// <summary>
51 ///
52 /// </summary>
53 public virtual string Name
54 {
55 get { return m_name; }
56 }
57
58 /// <summary>
59 ///
60 /// </summary>
61 public virtual LLVector3 Pos
62 {
63 get
64 {
65 if (this._physActor != null)
66 {
67 m_pos.X = _physActor.Position.X;
68 m_pos.Y = _physActor.Position.Y;
69 m_pos.Z = _physActor.Position.Z;
70 }
71
72 return m_pos;
73 }
74 set
75 {
76 if (this._physActor != null)
77 {
78 try
79 {
80 lock (this.m_world.SyncRoot)
81 {
82
83 this._physActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
84 }
85 }
86 catch (Exception e)
87 {
88 Console.WriteLine(e.Message);
89 }
90 }
91
92 m_pos = value;
93 }
94 }
95
96 /// <summary>
97 /// Creates a new Entity (should not occur on it's own)
98 /// </summary>
99 public Entity()
100 {
101 uuid = new libsecondlife.LLUUID();
102 localid = 0;
103 m_pos = new LLVector3();
104 velocity = new LLVector3();
105 rotation = new Quaternion();
106 m_name = "(basic entity)";
107 children = new List<Entity>();
108 }
109
110 /// <summary>
111 ///
112 /// </summary>
113 public virtual void addForces()
114 {
115 foreach (Entity child in children)
116 {
117 child.addForces();
118 }
119 }
120
121 /// <summary>
122 /// Performs any updates that need to be done at each frame. This function is overridable from it's children.
123 /// </summary>
124 public virtual void update() {
125 // Do any per-frame updates needed that are applicable to every type of entity
126 foreach (Entity child in children)
127 {
128 child.update();
129 }
130 }
131
132 /// <summary>
133 /// Called at a set interval to inform entities that they should back themsleves up to the DB
134 /// </summary>
135 public virtual void BackUp()
136 {
137
138 }
139
140 /// <summary>
141 /// Infoms the entity that the land (heightmap) has changed
142 /// </summary>
143 public virtual void LandRenegerated()
144 {
145
146 }
147 }
148}