From 3376b82501000692d6dac24b051af738cdaf2737 Mon Sep 17 00:00:00 2001 From: MW Date: Thu, 24 May 2007 12:16:50 +0000 Subject: Some more code refactoring, plus a restructuring of the directories so that the Grid servers can be a separate solution to the region server. --- OpenSim.RegionServer/world/Entity.cs | 124 ----------------------------------- 1 file changed, 124 deletions(-) delete mode 100644 OpenSim.RegionServer/world/Entity.cs (limited to 'OpenSim.RegionServer/world/Entity.cs') diff --git a/OpenSim.RegionServer/world/Entity.cs b/OpenSim.RegionServer/world/Entity.cs deleted file mode 100644 index 96e039a..0000000 --- a/OpenSim.RegionServer/world/Entity.cs +++ /dev/null @@ -1,124 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Text; -using Axiom.MathLib; -using OpenSim.Physics.Manager; -using OpenSim.types; -using libsecondlife; -using OpenSim.RegionServer.world.scripting; - -namespace OpenSim.world -{ - public abstract class Entity : IScriptReadonlyEntity - { - public libsecondlife.LLUUID uuid; - public uint localid; - public LLVector3 velocity; - public Quaternion rotation; - protected List children; - - protected string m_name; - public virtual string Name - { - get { return m_name; } - } - - protected LLVector3 m_pos; - protected PhysicsActor _physActor; - protected World m_world; - - public virtual LLVector3 Pos - { - get - { - if (this._physActor != null) - { - m_pos.X = _physActor.Position.X; - m_pos.Y = _physActor.Position.Y; - m_pos.Z = _physActor.Position.Z; - } - - return m_pos; - } - set - { - if (this._physActor != null) - { - try - { - lock (this.m_world.LockPhysicsEngine) - { - - this._physActor.Position = new PhysicsVector(value.X, value.Y, value.Z); - } - } - catch (Exception e) - { - Console.WriteLine(e.Message); - } - } - - m_pos = value; - } - } - - /// - /// Creates a new Entity (should not occur on it's own) - /// - public Entity() - { - uuid = new libsecondlife.LLUUID(); - localid = 0; - m_pos = new LLVector3(); - velocity = new LLVector3(); - rotation = new Quaternion(); - m_name = "(basic entity)"; - children = new List(); - } - - public virtual void addForces() - { - foreach (Entity child in children) - { - child.addForces(); - } - } - - /// - /// Performs any updates that need to be done at each frame. This function is overridable from it's children. - /// - public virtual void update() { - // Do any per-frame updates needed that are applicable to every type of entity - foreach (Entity child in children) - { - child.update(); - } - } - - /// - /// Returns a mesh for this object and any dependents - /// - /// The mesh of this entity tree - public virtual Mesh getMesh() - { - Mesh mesh = new Mesh(); - - foreach (Entity child in children) - { - mesh += child.getMesh(); - } - - return mesh; - } - - public virtual void BackUp() - { - - } - - public virtual void LandRenegerated() - { - - } - } -} -- cgit v1.1