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using System.Collections.Generic;
using Axiom.Math;
using libsecondlife;
namespace OpenSim.Region.Environment.Scenes
{
public abstract class EntityBase
{
protected List<EntityBase> m_children;
protected Scene m_scene;
public LLUUID m_uuid;
public LLUUID UUID
{
get
{
return m_uuid;
}
set
{
m_uuid = value;
}
}
protected string m_name;
/// <summary>
///
/// </summary>
public virtual string Name
{
get { return m_name; }
set { m_name = value; }
}
protected LLVector3 m_pos;
/// <summary>
///
/// </summary>
public virtual LLVector3 Pos
{
get { return m_pos; }
set { m_pos = value; }
}
public LLVector3 m_velocity;
/// <summary>
///
/// </summary>
public virtual LLVector3 Velocity
{
get { return m_velocity; }
set { m_velocity = value; }
}
protected Quaternion m_rotation = new Quaternion(0, 0, 1, 0);
public virtual Quaternion Rotation
{
get { return m_rotation; }
set { m_rotation = value; }
}
protected uint m_localId;
public uint LocalId
{
get { return m_localId; }
set { m_localId = value; }
}
/// <summary>
/// Creates a new Entity (should not occur on it's own)
/// </summary>
public EntityBase()
{
m_uuid = new LLUUID();
m_pos = new LLVector3();
m_velocity = new LLVector3();
Rotation = new Quaternion();
m_name = "(basic entity)";
m_children = new List<EntityBase>();
}
/// <summary>
///
/// </summary>
public virtual void UpdateMovement()
{
foreach (EntityBase child in m_children)
{
child.UpdateMovement();
}
}
/// <summary>
/// Performs any updates that need to be done at each frame. This function is overridable from it's children.
/// </summary>
public virtual void Update()
{
// Do any per-frame updates needed that are applicable to every type of entity
foreach (EntityBase child in m_children)
{
child.Update();
}
}
/// <summary>
/// Called at a set interval to inform entities that they should back themsleves up to the DB
/// </summary>
public virtual void BackUp()
{
}
/// <summary>
/// Copies the entity
/// </summary>
/// <returns></returns>
public virtual EntityBase Copy()
{
return (EntityBase) MemberwiseClone();
}
/// <summary>
/// Infoms the entity that the land (heightmap) has changed
/// </summary>
public virtual void LandRenegerated()
{
}
}
}
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