clockwerk-opensim – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using Nini.Config; |
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31 | using OpenMetaverse; |
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32 | using OpenSim.Framework; |
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33 | using OpenSim.Region.Physics.Manager; |
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34 | |||
35 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin |
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36 | { |
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37 | public class BasicActor : PhysicsActor |
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38 | { |
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39 | public BasicActor(Vector3 size) |
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40 | { |
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41 | Size = size; |
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42 | } |
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43 | |||
44 | public override int PhysicsActorType |
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45 | { |
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46 | get { return (int) ActorTypes.Agent; } |
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47 | set { return; } |
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48 | } |
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49 | |||
50 | public override Vector3 RotationalVelocity { get; set; } |
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51 | |||
52 | public override bool SetAlwaysRun |
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53 | { |
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54 | get { return false; } |
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55 | set { return; } |
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56 | } |
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57 | |||
58 | public override uint LocalID |
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59 | { |
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60 | set { return; } |
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61 | } |
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62 | |||
63 | public override bool Grabbed |
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64 | { |
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65 | set { return; } |
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66 | } |
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67 | |||
68 | public override bool Selected |
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69 | { |
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70 | set { return; } |
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71 | } |
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72 | |||
73 | public override float Buoyancy |
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74 | { |
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75 | get { return 0f; } |
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76 | set { return; } |
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77 | } |
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78 | |||
79 | public override bool FloatOnWater |
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80 | { |
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81 | set { return; } |
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82 | } |
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83 | |||
84 | public override bool IsPhysical |
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85 | { |
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86 | get { return false; } |
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87 | set { return; } |
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88 | } |
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89 | |||
90 | public override bool ThrottleUpdates |
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91 | { |
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92 | get { return false; } |
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93 | set { return; } |
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94 | } |
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95 | |||
96 | public override bool Flying { get; set; } |
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97 | |||
98 | public override bool IsColliding { get; set; } |
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99 | |||
100 | public override bool CollidingGround |
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101 | { |
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102 | get { return false; } |
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103 | set { return; } |
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104 | } |
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105 | |||
106 | public override bool CollidingObj |
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107 | { |
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108 | get { return false; } |
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109 | set { return; } |
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110 | } |
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111 | |||
112 | public override bool Stopped |
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113 | { |
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114 | get { return false; } |
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115 | } |
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116 | |||
117 | public override Vector3 Position { get; set; } |
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118 | |||
119 | public override Vector3 Size { get; set; } |
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120 | |||
121 | public override PrimitiveBaseShape Shape |
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122 | { |
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123 | set { return; } |
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124 | } |
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125 | |||
126 | public override float Mass |
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127 | { |
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128 | get { return 0f; } |
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129 | } |
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130 | |||
131 | public override Vector3 Force |
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132 | { |
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133 | get { return Vector3.Zero; } |
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134 | set { return; } |
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135 | } |
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136 | |||
137 | public override int VehicleType |
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138 | { |
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139 | get { return 0; } |
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140 | set { return; } |
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141 | } |
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142 | |||
143 | public override void VehicleFloatParam(int param, float value) |
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144 | { |
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145 | |||
146 | } |
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147 | |||
148 | public override void VehicleVectorParam(int param, Vector3 value) |
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149 | { |
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150 | |||
151 | } |
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152 | |||
153 | public override void VehicleRotationParam(int param, Quaternion rotation) |
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154 | { |
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155 | |||
156 | } |
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157 | |||
158 | public override void VehicleFlags(int param, bool remove) |
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159 | { |
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160 | |||
161 | } |
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162 | |||
163 | public override void SetVolumeDetect(int param) |
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164 | { |
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165 | |||
166 | } |
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167 | |||
168 | public override Vector3 CenterOfMass |
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169 | { |
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170 | get { return Vector3.Zero; } |
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171 | } |
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172 | |||
173 | public override Vector3 GeometricCenter |
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174 | { |
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175 | get { return Vector3.Zero; } |
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176 | } |
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177 | |||
178 | public override Vector3 Velocity { get; set; } |
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179 | |||
180 | public override Vector3 Torque |
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181 | { |
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182 | get { return Vector3.Zero; } |
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183 | set { return; } |
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184 | } |
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185 | |||
186 | public override float CollisionScore |
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187 | { |
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188 | get { return 0f; } |
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189 | set { } |
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190 | } |
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191 | |||
192 | public override Quaternion Orientation |
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193 | { |
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194 | get { return Quaternion.Identity; } |
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195 | set { } |
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196 | } |
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197 | |||
198 | public override Vector3 Acceleration { get; set; } |
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199 | |||
200 | public override bool Kinematic |
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201 | { |
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202 | get { return true; } |
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203 | set { } |
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204 | } |
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205 | |||
206 | public override void link(PhysicsActor obj) |
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207 | { |
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208 | } |
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209 | |||
210 | public override void delink() |
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211 | { |
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212 | } |
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213 | |||
214 | public override void LockAngularMotion(Vector3 axis) |
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215 | { |
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216 | } |
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217 | |||
218 | public override void AddForce(Vector3 force, bool pushforce) |
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219 | { |
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220 | } |
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221 | |||
222 | public override void AddAngularForce(Vector3 force, bool pushforce) |
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223 | { |
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224 | } |
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225 | |||
226 | public override void SetMomentum(Vector3 momentum) |
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227 | { |
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228 | } |
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229 | |||
230 | public override void CrossingFailure() |
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231 | { |
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232 | } |
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233 | |||
234 | public override Vector3 PIDTarget |
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235 | { |
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236 | set { return; } |
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237 | } |
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238 | |||
239 | public override bool PIDActive |
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240 | { |
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241 | set { return; } |
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242 | } |
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243 | |||
244 | public override float PIDTau |
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245 | { |
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246 | set { return; } |
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247 | } |
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248 | |||
249 | public override float PIDHoverHeight |
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250 | { |
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251 | set { return; } |
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252 | } |
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253 | |||
254 | public override bool PIDHoverActive |
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255 | { |
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256 | set { return; } |
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257 | } |
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258 | |||
259 | public override PIDHoverType PIDHoverType |
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260 | { |
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261 | set { return; } |
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262 | } |
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263 | |||
264 | public override float PIDHoverTau |
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265 | { |
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266 | set { return; } |
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267 | } |
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268 | |||
269 | public override Quaternion APIDTarget |
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270 | { |
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271 | set { return; } |
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272 | } |
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273 | |||
274 | public override bool APIDActive |
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275 | { |
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276 | set { return; } |
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277 | } |
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278 | |||
279 | public override float APIDStrength |
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280 | { |
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281 | set { return; } |
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282 | } |
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283 | |||
284 | public override float APIDDamping |
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285 | { |
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286 | set { return; } |
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287 | } |
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288 | |||
289 | public override void SubscribeEvents(int ms) |
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290 | { |
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291 | } |
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292 | |||
293 | public override void UnSubscribeEvents() |
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294 | { |
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295 | } |
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296 | |||
297 | public override bool SubscribedEvents() |
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298 | { |
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299 | return false; |
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300 | } |
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301 | } |
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302 | } |