/* * 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 Axiom.Math; using OpenSim.Framework; namespace OpenSim.Region.Physics.Manager { public delegate void PositionUpdate(PhysicsVector position); public delegate void VelocityUpdate(PhysicsVector velocity); public delegate void OrientationUpdate(Quaternion orientation); public abstract class PhysicsActor { #pragma warning disable 67 public event PositionUpdate OnPositionUpdate; public event VelocityUpdate OnVelocityUpdate; public event OrientationUpdate OnOrientationUpdate; #pragma warning restore 67 public static PhysicsActor Null { get { return new NullPhysicsActor(); } } public abstract PhysicsVector Size { get; set; } public abstract PrimitiveBaseShape Shape { set; } public abstract PhysicsVector Position { get; set; } public abstract PhysicsVector Velocity { get; set; } public abstract PhysicsVector Acceleration { get; } public abstract Quaternion Orientation { get; set; } public abstract bool IsPhysical {get; set;} public abstract bool Flying { get; set; } public abstract bool IsColliding { get; set; } public abstract PhysicsVector RotationalVelocity { get; set; } public abstract bool Kinematic { get; set; } public abstract void AddForce(PhysicsVector force); public abstract void SetMomentum(PhysicsVector momentum); } public class NullPhysicsActor : PhysicsActor { public override PhysicsVector Position { get { return PhysicsVector.Zero; } set { return; } } public override PhysicsVector Size { get { return PhysicsVector.Zero; } set { return; } } public override PrimitiveBaseShape Shape { set { return; } } public override PhysicsVector Velocity { get { return PhysicsVector.Zero; } set { return; } } public override Quaternion Orientation { get { return Quaternion.Identity; } set { } } public override PhysicsVector Acceleration { get { return PhysicsVector.Zero; } } public override bool IsPhysical { get { return false; } set { return; } } public override bool Flying { get { return false; } set { return; } } public override bool IsColliding { get { return false; } set { return; } } public override bool Kinematic { get { return true; } set { return; } } public override void AddForce(PhysicsVector force) { return; } public override PhysicsVector RotationalVelocity { get { return PhysicsVector.Zero; } set { return; } } public override void SetMomentum(PhysicsVector momentum) { return; } } }