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-rw-r--r--OpenSim/Region/Physics/Manager/NullPhysicsScene.cs121
1 files changed, 121 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/Manager/NullPhysicsScene.cs b/OpenSim/Region/Physics/Manager/NullPhysicsScene.cs
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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.Collections.Generic;
29using System.Reflection;
30using log4net;
31using Nini.Config;
32using OpenSim.Framework;
33using OpenMetaverse;
34
35namespace OpenSim.Region.Physics.Manager
36{
37 class NullPhysicsScene : PhysicsScene
38 {
39 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
40
41 private static int m_workIndicator;
42
43 public override void Initialise(IMesher meshmerizer, IConfigSource config)
44 {
45 // Does nothing right now
46 }
47
48 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
49 {
50 m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
51 return PhysicsActor.Null;
52 }
53
54 public override void RemoveAvatar(PhysicsActor actor)
55 {
56 }
57
58 public override void RemovePrim(PhysicsActor prim)
59 {
60 }
61 public override void SetWaterLevel(float baseheight)
62 {
63
64 }
65
66/*
67 public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
68 {
69 m_log.InfoFormat("NullPhysicsScene : AddPrim({0},{1})", position, size);
70 return PhysicsActor.Null;
71 }
72*/
73
74 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
75 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
76 {
77 m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
78 return PhysicsActor.Null;
79 }
80
81 public override void AddPhysicsActorTaint(PhysicsActor prim)
82 {
83 }
84
85 public override float Simulate(float timeStep)
86 {
87 m_workIndicator = (m_workIndicator + 1) % 10;
88
89 return 0f;
90 }
91
92 public override void GetResults()
93 {
94 m_log.Info("[PHYSICS]: NullPhysicsScene : GetResults()");
95 }
96
97 public override void SetTerrain(float[] heightMap)
98 {
99 m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
100 }
101
102 public override void DeleteTerrain()
103 {
104 }
105
106 public override bool IsThreaded
107 {
108 get { return false; }
109 }
110
111 public override void Dispose()
112 {
113 }
114
115 public override Dictionary<uint,float> GetTopColliders()
116 {
117 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
118 return returncolliders;
119 }
120 }
121} \ No newline at end of file