clockwerk-opensim-stable – Blame information for rev 1

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1 vero 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System;
29 using System.Collections.Generic;
30 using Nini.Config;
31 using OpenMetaverse;
32 using OpenSim.Framework;
33 using OpenSim.Region.Physics.Manager;
34  
35 namespace OpenSim.Region.Physics.BasicPhysicsPlugin
36 {
37 public class BasicActor : PhysicsActor
38 {
39 private Vector3 _size;
40  
41 public BasicActor(Vector3 size)
42 {
43 Size = size;
44 }
45  
46 public override int PhysicsActorType
47 {
48 get { return (int) ActorTypes.Agent; }
49 set { return; }
50 }
51  
52 public override Vector3 RotationalVelocity { get; set; }
53  
54 public override bool SetAlwaysRun
55 {
56 get { return false; }
57 set { return; }
58 }
59  
60 public override uint LocalID
61 {
62 set { return; }
63 }
64  
65 public override bool Grabbed
66 {
67 set { return; }
68 }
69  
70 public override bool Selected
71 {
72 set { return; }
73 }
74  
75 public override float Buoyancy
76 {
77 get { return 0f; }
78 set { return; }
79 }
80  
81 public override bool FloatOnWater
82 {
83 set { return; }
84 }
85  
86 public override bool IsPhysical
87 {
88 get { return false; }
89 set { return; }
90 }
91  
92 public override bool ThrottleUpdates
93 {
94 get { return false; }
95 set { return; }
96 }
97  
98 public override bool Flying { get; set; }
99  
100 public override bool IsColliding { get; set; }
101  
102 public override bool CollidingGround
103 {
104 get { return false; }
105 set { return; }
106 }
107  
108 public override bool CollidingObj
109 {
110 get { return false; }
111 set { return; }
112 }
113  
114 public override bool Stopped
115 {
116 get { return false; }
117 }
118  
119 public override Vector3 Position { get; set; }
120  
121 public override Vector3 Size
122 {
123 get { return _size; }
124 set {
125 _size = value;
126 _size.Z = _size.Z / 2.0f;
127 }
128 }
129  
130 public override PrimitiveBaseShape Shape
131 {
132 set { return; }
133 }
134  
135 public override float Mass
136 {
137 get { return 0f; }
138 }
139  
140 public override Vector3 Force
141 {
142 get { return Vector3.Zero; }
143 set { return; }
144 }
145  
146 public override int VehicleType
147 {
148 get { return 0; }
149 set { return; }
150 }
151  
152 public override void VehicleFloatParam(int param, float value)
153 {
154  
155 }
156  
157 public override void VehicleVectorParam(int param, Vector3 value)
158 {
159  
160 }
161  
162 public override void VehicleRotationParam(int param, Quaternion rotation)
163 {
164  
165 }
166  
167 public override void VehicleFlags(int param, bool remove)
168 {
169  
170 }
171  
172 public override void SetVolumeDetect(int param)
173 {
174  
175 }
176  
177 public override Vector3 CenterOfMass
178 {
179 get { return Vector3.Zero; }
180 }
181  
182 public override Vector3 GeometricCenter
183 {
184 get { return Vector3.Zero; }
185 }
186  
187 public override Vector3 Velocity { get; set; }
188  
189 public override Vector3 Torque
190 {
191 get { return Vector3.Zero; }
192 set { return; }
193 }
194  
195 public override float CollisionScore
196 {
197 get { return 0f; }
198 set { }
199 }
200  
201 public override Quaternion Orientation
202 {
203 get { return Quaternion.Identity; }
204 set { }
205 }
206  
207 public override Vector3 Acceleration { get; set; }
208  
209 public override bool Kinematic
210 {
211 get { return true; }
212 set { }
213 }
214  
215 public override void link(PhysicsActor obj)
216 {
217 }
218  
219 public override void delink()
220 {
221 }
222  
223 public override void LockAngularMotion(Vector3 axis)
224 {
225 }
226  
227 public override void AddForce(Vector3 force, bool pushforce)
228 {
229 }
230  
231 public override void AddAngularForce(Vector3 force, bool pushforce)
232 {
233 }
234  
235 public override void SetMomentum(Vector3 momentum)
236 {
237 }
238  
239 public override void CrossingFailure()
240 {
241 }
242  
243 public override Vector3 PIDTarget
244 {
245 set { return; }
246 }
247  
248 public override bool PIDActive
249 {
250 set { return; }
251 }
252  
253 public override float PIDTau
254 {
255 set { return; }
256 }
257  
258 public override float PIDHoverHeight
259 {
260 set { return; }
261 }
262  
263 public override bool PIDHoverActive
264 {
265 set { return; }
266 }
267  
268 public override PIDHoverType PIDHoverType
269 {
270 set { return; }
271 }
272  
273 public override float PIDHoverTau
274 {
275 set { return; }
276 }
277  
278 public override Quaternion APIDTarget
279 {
280 set { return; }
281 }
282  
283 public override bool APIDActive
284 {
285 set { return; }
286 }
287  
288 public override float APIDStrength
289 {
290 set { return; }
291 }
292  
293 public override float APIDDamping
294 {
295 set { return; }
296 }
297  
298 public override void SubscribeEvents(int ms)
299 {
300 }
301  
302 public override void UnSubscribeEvents()
303 {
304 }
305  
306 public override bool SubscribedEvents()
307 {
308 return false;
309 }
310 }
311 }