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.POSPlugin |
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36 | { |
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37 | public class POSCharacter : PhysicsActor |
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38 | { |
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39 | private Vector3 _position; |
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40 | public Vector3 _velocity; |
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41 | public Vector3 _target_velocity = Vector3.Zero; |
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42 | public Vector3 _size = Vector3.Zero; |
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43 | private Vector3 _acceleration; |
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44 | private Vector3 m_rotationalVelocity = Vector3.Zero; |
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45 | private bool flying; |
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46 | private bool isColliding; |
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47 | |||
48 | public POSCharacter() |
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49 | { |
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50 | } |
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51 | |||
52 | public override int PhysicsActorType |
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53 | { |
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54 | get { return (int) ActorTypes.Agent; } |
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55 | set { return; } |
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56 | } |
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57 | |||
58 | public override Vector3 RotationalVelocity |
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59 | { |
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60 | get { return m_rotationalVelocity; } |
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61 | set { m_rotationalVelocity = value; } |
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62 | } |
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63 | |||
64 | public override bool SetAlwaysRun |
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65 | { |
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66 | get { return false; } |
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67 | set { return; } |
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68 | } |
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69 | |||
70 | public override uint LocalID |
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71 | { |
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72 | set { return; } |
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73 | } |
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74 | |||
75 | public override bool Grabbed |
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76 | { |
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77 | set { return; } |
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78 | } |
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79 | |||
80 | public override bool Selected |
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81 | { |
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82 | set { return; } |
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83 | } |
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84 | |||
85 | public override float Buoyancy |
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86 | { |
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87 | get { return 0f; } |
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88 | set { return; } |
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89 | } |
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90 | |||
91 | public override bool FloatOnWater |
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92 | { |
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93 | set { return; } |
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94 | } |
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95 | |||
96 | public override bool IsPhysical |
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97 | { |
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98 | get { return false; } |
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99 | set { return; } |
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100 | } |
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101 | |||
102 | public override bool ThrottleUpdates |
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103 | { |
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104 | get { return false; } |
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105 | set { return; } |
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106 | } |
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107 | |||
108 | public override bool Flying |
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109 | { |
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110 | get { return flying; } |
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111 | set { flying = value; } |
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112 | } |
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113 | |||
114 | public override bool IsColliding |
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115 | { |
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116 | get { return isColliding; } |
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117 | set { isColliding = value; } |
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118 | } |
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119 | |||
120 | public override bool CollidingGround |
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121 | { |
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122 | get { return false; } |
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123 | set { return; } |
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124 | } |
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125 | |||
126 | public override bool CollidingObj |
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127 | { |
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128 | get { return false; } |
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129 | set { return; } |
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130 | } |
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131 | |||
132 | public override bool Stopped |
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133 | { |
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134 | get { return false; } |
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135 | } |
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136 | |||
137 | public override Vector3 Position |
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138 | { |
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139 | get { return _position; } |
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140 | set { _position = value; } |
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141 | } |
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142 | |||
143 | public override Vector3 Size |
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144 | { |
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145 | get { return _size; } |
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146 | set |
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147 | { |
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148 | _size = value; |
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149 | _size.Z = _size.Z / 2.0f; |
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150 | } |
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151 | } |
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152 | |||
153 | public override float Mass |
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154 | { |
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155 | get { return 0f; } |
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156 | } |
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157 | |||
158 | public override Vector3 Force |
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159 | { |
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160 | get { return Vector3.Zero; } |
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161 | set { return; } |
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162 | } |
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163 | |||
164 | public override int VehicleType |
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165 | { |
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166 | get { return 0; } |
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167 | set { return; } |
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168 | } |
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169 | |||
170 | public override void VehicleFloatParam(int param, float value) |
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171 | { |
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172 | |||
173 | } |
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174 | |||
175 | public override void VehicleVectorParam(int param, Vector3 value) |
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176 | { |
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177 | |||
178 | } |
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179 | |||
180 | public override void VehicleRotationParam(int param, Quaternion rotation) |
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181 | { |
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182 | |||
183 | } |
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184 | |||
185 | public override void VehicleFlags(int param, bool remove) { } |
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186 | |||
187 | public override void SetVolumeDetect(int param) |
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188 | { |
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189 | |||
190 | } |
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191 | |||
192 | public override Vector3 CenterOfMass |
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193 | { |
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194 | get { return Vector3.Zero; } |
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195 | } |
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196 | |||
197 | public override Vector3 GeometricCenter |
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198 | { |
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199 | get { return Vector3.Zero; } |
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200 | } |
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201 | |||
202 | public override PrimitiveBaseShape Shape |
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203 | { |
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204 | set { return; } |
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205 | } |
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206 | |||
207 | public override Vector3 Velocity |
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208 | { |
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209 | get { return _velocity; } |
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210 | set { _target_velocity = value; } |
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211 | } |
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212 | |||
213 | public override Vector3 Torque |
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214 | { |
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215 | get { return Vector3.Zero; } |
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216 | set { return; } |
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217 | } |
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218 | |||
219 | public override float CollisionScore |
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220 | { |
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221 | get { return 0f; } |
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222 | set { } |
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223 | } |
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224 | |||
225 | public override Quaternion Orientation |
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226 | { |
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227 | get { return Quaternion.Identity; } |
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228 | set { } |
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229 | } |
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230 | |||
231 | public override Vector3 Acceleration |
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232 | { |
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233 | get { return _acceleration; } |
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234 | set { _acceleration = value; } |
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235 | } |
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236 | |||
237 | public override bool Kinematic |
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238 | { |
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239 | get { return true; } |
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240 | set { } |
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241 | } |
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242 | |||
243 | public override void link(PhysicsActor obj) |
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244 | { |
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245 | } |
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246 | |||
247 | public override void delink() |
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248 | { |
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249 | } |
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250 | |||
251 | public override void LockAngularMotion(Vector3 axis) |
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252 | { |
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253 | } |
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254 | |||
255 | public override void AddForce(Vector3 force, bool pushforce) |
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256 | { |
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257 | } |
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258 | |||
259 | public override void AddAngularForce(Vector3 force, bool pushforce) |
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260 | { |
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261 | } |
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262 | |||
263 | public override void SetMomentum(Vector3 momentum) |
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264 | { |
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265 | } |
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266 | |||
267 | public override void CrossingFailure() |
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268 | { |
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269 | } |
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270 | |||
271 | public override Vector3 PIDTarget |
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272 | { |
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273 | set { return; } |
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274 | } |
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275 | |||
276 | public override bool PIDActive |
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277 | { |
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278 | set { return; } |
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279 | } |
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280 | |||
281 | public override float PIDTau |
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282 | { |
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283 | set { return; } |
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284 | } |
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285 | |||
286 | public override float PIDHoverHeight |
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287 | { |
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288 | set { return; } |
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289 | } |
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290 | |||
291 | public override bool PIDHoverActive |
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292 | { |
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293 | set { return; } |
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294 | } |
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295 | |||
296 | public override PIDHoverType PIDHoverType |
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297 | { |
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298 | set { return; } |
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299 | } |
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300 | |||
301 | public override float PIDHoverTau |
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302 | { |
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303 | set { return; } |
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304 | } |
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305 | |||
306 | public override Quaternion APIDTarget |
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307 | { |
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308 | set { return; } |
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309 | } |
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310 | |||
311 | public override bool APIDActive |
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312 | { |
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313 | set { return; } |
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314 | } |
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315 | |||
316 | public override float APIDStrength |
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317 | { |
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318 | set { return; } |
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319 | } |
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320 | |||
321 | public override float APIDDamping |
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322 | { |
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323 | set { return; } |
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324 | } |
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325 | |||
326 | |||
327 | public override void SubscribeEvents(int ms) |
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328 | { |
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329 | } |
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330 | |||
331 | public override void UnSubscribeEvents() |
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332 | { |
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333 | } |
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334 | |||
335 | public override bool SubscribedEvents() |
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336 | { |
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337 | return false; |
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338 | } |
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339 | } |
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340 | } |