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