/* * Copyright (c) Contributors, http://opensimulator.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 libsecondlife; using OpenSim.Region.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 AbsolutePosition { get { if (_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 (_physActor != null) { try { lock (m_scene.SyncRoot) { _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 (_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 (_physActor != null) { try { lock (m_scene.SyncRoot) { _physActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z); } } catch (Exception e) { Console.WriteLine(e.Message); } } m_velocity = value; } } } }