/* * 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 OpenSimulator 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 OpenMetaverse; namespace OpenSim.Region.OptionalModules.Scripting.Minimodule.Object { /// /// This implements an interface similar to that provided by physics engines to OpenSim internally. /// Eg, PhysicsActor. It is capable of setting and getting properties related to the current /// physics scene representation of this object. /// public interface IObjectPhysics { bool Enabled { get; set; } bool Phantom { get; set; } bool PhantomCollisions { get; set; } double Density { get; set; } double Mass { get; set; } double Buoyancy { get; set; } Vector3 GeometricCenter { get; } Vector3 CenterOfMass { get; } Vector3 RotationalVelocity { get; set; } Vector3 Velocity { get; set; } Vector3 Torque { get; set; } Vector3 Acceleration { get; } Vector3 Force { get; set; } bool FloatOnWater { set; } void AddForce(Vector3 force, bool pushforce); void AddAngularForce(Vector3 force, bool pushforce); void SetMomentum(Vector3 momentum); } }