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-rw-r--r--OpenSim/OpenSim.RegionServer/Simulator/Entity.cs151
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diff --git a/OpenSim/OpenSim.RegionServer/Simulator/Entity.cs b/OpenSim/OpenSim.RegionServer/Simulator/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 OpenSim.RegionServer.Types;
34using libsecondlife;
35using OpenSim.RegionServer.Scripting;
36
37namespace OpenSim.RegionServer.Simulator
38{
39 public abstract class Entity : IScriptReadonlyEntity
40 {
41 public libsecondlife.LLUUID uuid;
42 public uint localid;
43 public LLVector3 velocity;
44 public Quaternion rotation;
45 protected List<Entity> children;
46
47 protected string m_name;
48 public virtual string Name
49 {
50 get { return m_name; }
51 }
52
53 protected LLVector3 m_pos;
54 protected PhysicsActor _physActor;
55 protected World m_world;
56
57 public virtual LLVector3 Pos
58 {
59 get
60 {
61 if (this._physActor != null)
62 {
63 m_pos.X = _physActor.Position.X;
64 m_pos.Y = _physActor.Position.Y;
65 m_pos.Z = _physActor.Position.Z;
66 }
67
68 return m_pos;
69 }
70 set
71 {
72 if (this._physActor != null)
73 {
74 try
75 {
76 lock (this.m_world.LockPhysicsEngine)
77 {
78
79 this._physActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
80 }
81 }
82 catch (Exception e)
83 {
84 Console.WriteLine(e.Message);
85 }
86 }
87
88 m_pos = value;
89 }
90 }
91
92 /// <summary>
93 /// Creates a new Entity (should not occur on it's own)
94 /// </summary>
95 public Entity()
96 {
97 uuid = new libsecondlife.LLUUID();
98 localid = 0;
99 m_pos = new LLVector3();
100 velocity = new LLVector3();
101 rotation = new Quaternion();
102 m_name = "(basic entity)";
103 children = new List<Entity>();
104 }
105
106 public virtual void addForces()
107 {
108 foreach (Entity child in children)
109 {
110 child.addForces();
111 }
112 }
113
114 /// <summary>
115 /// Performs any updates that need to be done at each frame. This function is overridable from it's children.
116 /// </summary>
117 public virtual void update() {
118 // Do any per-frame updates needed that are applicable to every type of entity
119 foreach (Entity child in children)
120 {
121 child.update();
122 }
123 }
124
125 /// <summary>
126 /// Returns a mesh for this object and any dependents
127 /// </summary>
128 /// <returns>The mesh of this entity tree</returns>
129 public virtual Mesh getMesh()
130 {
131 Mesh mesh = new Mesh();
132
133 foreach (Entity child in children)
134 {
135 mesh += child.getMesh();
136 }
137
138 return mesh;
139 }
140
141 public virtual void BackUp()
142 {
143
144 }
145
146 public virtual void LandRenegerated()
147 {
148
149 }
150 }
151}