/* * 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 Nini.Config; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; using PhysXWrapper; using Quaternion=OpenMetaverse.Quaternion; using System.Reflection; using log4net; using OpenMetaverse; namespace OpenSim.Region.Physics.PhysXPlugin { public class PhysXPrim : PhysicsActor { private Vector3 _velocity; private Vector3 _acceleration; private Vector3 m_rotationalVelocity; private NxActor _prim; public PhysXPrim(NxActor prim) { _velocity = Vector3.Zero; _acceleration = Vector3.Zero; _prim = prim; } public override int PhysicsActorType { get { return (int) ActorTypes.Prim; } set { return; } } public override bool IsPhysical { get { return false; } set { return; } } public override bool SetAlwaysRun { get { return false; } set { return; } } public override uint LocalID { set { return; } } public override bool Grabbed { set { return; } } public override bool Selected { set { return; } } public override float Buoyancy { get { return 0f; } set { return; } } public override bool FloatOnWater { set { return; } } public override bool ThrottleUpdates { get { return false; } set { return; } } public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } } public override bool Flying { get { return false; //no flying prims for you } set { } } public override bool IsColliding { get { return false; } set { } } public override bool CollidingGround { get { return false; } set { return; } } public override bool CollidingObj { get { return false; } set { return; } } public override bool Stopped { get { return false; } } public override Vector3 Position { get { Vector3 pos = Vector3.Zero; Vec3 vec = _prim.Position; pos.X = vec.X; pos.Y = vec.Y; pos.Z = vec.Z; return pos; } set { Vector3 vec = value; Vec3 pos = new Vec3(); pos.X = vec.X; pos.Y = vec.Y; pos.Z = vec.Z; _prim.Position = pos; } } public override PrimitiveBaseShape Shape { set { return; } } public override Vector3 Velocity { get { return _velocity; } set { _velocity = value; } } public override Vector3 Torque { get { return Vector3.Zero; } set { return; } } public override float CollisionScore { get { return 0f; } set { } } public override bool Kinematic { get { return _prim.Kinematic; } set { _prim.Kinematic = value; } } public override Quaternion Orientation { get { Quaternion res; PhysXWrapper.Quaternion quat = _prim.GetOrientation(); res.W = quat.W; res.X = quat.X; res.Y = quat.Y; res.Z = quat.Z; return res; } set { } } public override Vector3 Acceleration { get { return _acceleration; } } public void SetAcceleration(Vector3 accel) { _acceleration = accel; } public override void AddForce(Vector3 force, bool pushforce) { } public override void AddAngularForce(Vector3 force, bool pushforce) { } public override void SetMomentum(Vector3 momentum) { } public override Vector3 Size { get { return Vector3.Zero; } set { } } public override void link(PhysicsActor obj) { } public override void delink() { } public override void LockAngularMotion(Vector3 axis) { } public override float Mass { get { return 0f; } } public override Vector3 Force { get { return Vector3.Zero; } set { return; } } public override int VehicleType { get { return 0; } set { return; } } public override void VehicleFloatParam(int param, float value) { } public override void VehicleVectorParam(int param, Vector3 value) { } public override void VehicleRotationParam(int param, Quaternion rotation) { } public override void VehicleFlags(int param, bool remove) { } public override void SetVolumeDetect(int param) { } public override Vector3 CenterOfMass { get { return Vector3.Zero; } } public override Vector3 GeometricCenter { get { return Vector3.Zero; } } public override void CrossingFailure() { } public override Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } public override float PIDHoverHeight { set { return; } } public override bool PIDHoverActive { set { return; } } public override PIDHoverType PIDHoverType { set { return; } } public override float PIDHoverTau { set { return; } } public override Quaternion APIDTarget { set { return; } } public override bool APIDActive { set { return; } } public override float APIDStrength { set { return; } } public override float APIDDamping { set { return; } } public override void SubscribeEvents(int ms) { } public override void UnSubscribeEvents() { } public override bool SubscribedEvents() { return false; } } }