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1/*
2 * Copyright (c) Contributors, http://opensimulator.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 OpenSimulator 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 Nini.Config;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34
35namespace OpenSim.Region.Physics.BasicPhysicsPlugin
36{
37 public class BasicPhysicsPrim : PhysicsActor
38 {
39 private Vector3 _size;
40// private PrimitiveBaseShape _shape;
41
42 public BasicPhysicsPrim(
43 string name, uint localId, Vector3 position, Vector3 size, Quaternion orientation, PrimitiveBaseShape shape)
44 {
45 Name = name;
46 LocalID = localId;
47 Position = position;
48 Size = size;
49 Orientation = orientation;
50 Shape = shape;
51 }
52
53 public override int PhysicsActorType
54 {
55 get { return (int) ActorTypes.Agent; }
56 set { return; }
57 }
58
59 public override Vector3 RotationalVelocity { get; set; }
60
61 public override bool SetAlwaysRun
62 {
63 get { return false; }
64 set { return; }
65 }
66
67 public override uint LocalID
68 {
69 set { return; }
70 }
71
72 public override bool Grabbed
73 {
74 set { return; }
75 }
76
77 public override bool Selected
78 {
79 set { return; }
80 }
81
82 public override float Buoyancy
83 {
84 get { return 0f; }
85 set { return; }
86 }
87
88 public override bool FloatOnWater
89 {
90 set { return; }
91 }
92
93 public override bool IsPhysical
94 {
95 get { return false; }
96 set { return; }
97 }
98
99 public override bool ThrottleUpdates
100 {
101 get { return false; }
102 set { return; }
103 }
104
105 public override bool Flying { get; set; }
106
107 public override bool IsColliding { get; set; }
108
109 public override bool CollidingGround
110 {
111 get { return false; }
112 set { return; }
113 }
114
115 public override bool CollidingObj
116 {
117 get { return false; }
118 set { return; }
119 }
120
121 public override bool Stopped
122 {
123 get { return false; }
124 }
125
126 public override Vector3 Position { get; set; }
127
128 public override Vector3 Size
129 {
130 get { return _size; }
131 set {
132 _size = value;
133 _size.Z = _size.Z / 2.0f;
134 }
135 }
136
137 public override PrimitiveBaseShape Shape
138 {
139// set { _shape = value; }
140 set {}
141 }
142
143 public override float Mass
144 {
145 get { return 0f; }
146 }
147
148 public override Vector3 Force
149 {
150 get { return Vector3.Zero; }
151 set { return; }
152 }
153
154 public override int VehicleType
155 {
156 get { return 0; }
157 set { return; }
158 }
159
160 public override void VehicleFloatParam(int param, float value)
161 {
162
163 }
164
165 public override void VehicleVectorParam(int param, Vector3 value)
166 {
167
168 }
169
170 public override void VehicleRotationParam(int param, Quaternion rotation)
171 {
172
173 }
174
175 public override void VehicleFlags(int param, bool remove)
176 {
177
178 }
179
180 public override void SetVolumeDetect(int param)
181 {
182
183 }
184
185 public override Vector3 CenterOfMass
186 {
187 get { return Vector3.Zero; }
188 }
189
190 public override Vector3 GeometricCenter
191 {
192 get { return Vector3.Zero; }
193 }
194
195 public override Vector3 Velocity { get; set; }
196
197 public override Vector3 Torque
198 {
199 get { return Vector3.Zero; }
200 set { return; }
201 }
202
203 public override float CollisionScore
204 {
205 get { return 0f; }
206 set { }
207 }
208
209 public override Quaternion Orientation { get; set; }
210
211 public override Vector3 Acceleration { get; set; }
212
213 public override bool Kinematic
214 {
215 get { return true; }
216 set { }
217 }
218
219 public override void link(PhysicsActor obj)
220 {
221 }
222
223 public override void delink()
224 {
225 }
226
227 public override void LockAngularMotion(Vector3 axis)
228 {
229 }
230
231 public override void AddForce(Vector3 force, bool pushforce)
232 {
233 }
234
235 public override void AddAngularForce(Vector3 force, bool pushforce)
236 {
237 }
238
239 public override void SetMomentum(Vector3 momentum)
240 {
241 }
242
243 public override void CrossingFailure()
244 {
245 }
246
247 public override Vector3 PIDTarget
248 {
249 set { return; }
250 }
251
252 public override bool PIDActive
253 {
254 set { return; }
255 }
256
257 public override float PIDTau
258 {
259 set { return; }
260 }
261
262 public override float PIDHoverHeight
263 {
264 set { return; }
265 }
266
267 public override bool PIDHoverActive
268 {
269 set { return; }
270 }
271
272 public override PIDHoverType PIDHoverType
273 {
274 set { return; }
275 }
276
277 public override float PIDHoverTau
278 {
279 set { return; }
280 }
281
282 public override Quaternion APIDTarget
283 {
284 set { return; }
285 }
286
287 public override bool APIDActive
288 {
289 set { return; }
290 }
291
292 public override float APIDStrength
293 {
294 set { return; }
295 }
296
297 public override float APIDDamping
298 {
299 set { return; }
300 }
301
302 public override void SubscribeEvents(int ms)
303 {
304 }
305
306 public override void UnSubscribeEvents()
307 {
308 }
309
310 public override bool SubscribedEvents()
311 {
312 return false;
313 }
314 }
315}