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/*
* 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;
using OpenSim.Framework.Console;
namespace OpenSim.Region.Physics.Manager
{
public abstract class PhysicsScene
{
public static PhysicsScene Null
{
get { return new NullPhysicsScene(); }
}
public abstract PhysicsActor AddAvatar(string avName, PhysicsVector position);
public abstract void RemoveAvatar(PhysicsActor actor);
public abstract void RemovePrim(PhysicsActor prim);
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation); //To be removed
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical);
public abstract void Simulate(float timeStep);
public abstract void GetResults();
public abstract void SetTerrain(float[] heightMap);
public abstract void DeleteTerrain();
public abstract bool IsThreaded { get; }
private class NullPhysicsScene : PhysicsScene
{
private static int m_workIndicator;
public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
{
MainLog.Instance.Verbose("NullPhysicsScene : AddAvatar({0})", position);
return PhysicsActor.Null;
}
public override void RemoveAvatar(PhysicsActor actor)
{
}
public override void RemovePrim(PhysicsActor prim)
{
}
/*
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
{
MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size);
return PhysicsActor.Null;
}
*/
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation) //To be removed
{
return this.AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical)
{
MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size);
return PhysicsActor.Null;
}
public override void Simulate(float timeStep)
{
m_workIndicator = (m_workIndicator + 1)%10;
//OpenSim.Framework.Console.MainLog.Instance.SetStatus(m_workIndicator.ToString());
}
public override void GetResults()
{
MainLog.Instance.Verbose("NullPhysicsScene : GetResults()");
}
public override void SetTerrain(float[] heightMap)
{
MainLog.Instance.Verbose("NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
}
public override void DeleteTerrain()
{
}
public override bool IsThreaded
{
get { return false; }
}
}
}
}
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