/*
* 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;
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using libsecondlife;
using OpenSim.Physics.Manager;
namespace OpenSim.Region.Environment.Scenes
{
public abstract class Entity :EntityBase //this class (Entity) will be phased out
{
protected PhysicsActor _physActor;
///
///
///
public override 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 override LLVector3 Velocity
{
get
{
if (this._physActor != null)
{
m_velocity.X = _physActor.Velocity.X;
m_velocity.Y = _physActor.Velocity.Y;
m_velocity.Z = _physActor.Velocity.Z;
}
return m_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);
}
}
m_velocity = value;
}
}
}
}