/* * Copyright (c) Contributors, http://www.openmetaverse.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ using System; using System.Collections.Generic; using System.Text; using Axiom.MathLib; using OpenSim.Physics.Manager; using libsecondlife; using OpenSim.Region.Environment.Scripting; namespace OpenSim.Region.Environment.Scenes { public abstract class Entity : IScriptReadonlyEntity { public libsecondlife.LLUUID uuid; public Quaternion rotation; protected List children; protected PhysicsActor _physActor; protected Scene m_world; protected string m_name; /// /// /// public virtual string Name { get { return m_name; } } protected LLVector3 m_pos; /// /// /// 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.SyncRoot) { this._physActor.Position = new PhysicsVector(value.X, value.Y, value.Z); } } catch (Exception e) { Console.WriteLine(e.Message); } } m_pos = value; } } public LLVector3 velocity; /// /// /// public virtual LLVector3 Velocity { get { if (this._physActor != null) { velocity.X = _physActor.Velocity.X; velocity.Y = _physActor.Velocity.Y; velocity.Z = _physActor.Velocity.Z; } return velocity; } set { if (this._physActor != null) { try { lock (this.m_world.SyncRoot) { this._physActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z); } } catch (Exception e) { Console.WriteLine(e.Message); } } velocity = value; } } protected uint m_localId; public uint LocalId { get { return m_localId; } } /// /// Creates a new Entity (should not occur on it's own) /// public Entity() { uuid = new libsecondlife.LLUUID(); m_pos = new LLVector3(); velocity = new LLVector3(); rotation = new Quaternion(); m_name = "(basic entity)"; children = new List(); } /// /// /// public virtual void updateMovement() { foreach (Entity child in children) { child.updateMovement(); } } /// /// 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(); } } /// /// Called at a set interval to inform entities that they should back themsleves up to the DB /// public virtual void BackUp() { } /// /// Infoms the entity that the land (heightmap) has changed /// public virtual void LandRenegerated() { } } }