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https://github.com/opensim/opensim.git
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*Moved all the classes into their own file from LLSDHelpers.cs
*Some folder renaming to follow project Name *Updated prebuild.xml
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194
OpenSim/Region/Environment/Scenes/Entity.cs
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194
OpenSim/Region/Environment/Scenes/Entity.cs
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/*
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* Copyright (c) Contributors, http://www.openmetaverse.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Axiom.MathLib;
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using OpenSim.Physics.Manager;
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using libsecondlife;
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using OpenSim.Region.Environment.Scripting;
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namespace OpenSim.Region.Environment.Scenes
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{
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public abstract class Entity : IScriptReadonlyEntity
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{
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public libsecondlife.LLUUID uuid;
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public Quaternion rotation;
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protected List<Entity> children;
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protected PhysicsActor _physActor;
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protected Scene m_world;
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protected string m_name;
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/// <summary>
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///
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/// </summary>
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public virtual string Name
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{
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get { return m_name; }
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}
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protected LLVector3 m_pos;
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/// <summary>
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///
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/// </summary>
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public virtual LLVector3 Pos
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{
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get
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{
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if (this._physActor != null)
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{
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m_pos.X = _physActor.Position.X;
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m_pos.Y = _physActor.Position.Y;
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m_pos.Z = _physActor.Position.Z;
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}
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return m_pos;
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}
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set
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{
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if (this._physActor != null)
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{
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try
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{
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lock (this.m_world.SyncRoot)
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{
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this._physActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
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}
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message);
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}
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}
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m_pos = value;
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}
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}
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public LLVector3 velocity;
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/// <summary>
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///
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/// </summary>
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public virtual LLVector3 Velocity
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{
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get
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{
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if (this._physActor != null)
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{
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velocity.X = _physActor.Velocity.X;
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velocity.Y = _physActor.Velocity.Y;
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velocity.Z = _physActor.Velocity.Z;
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}
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return velocity;
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}
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set
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{
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if (this._physActor != null)
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{
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try
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{
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lock (this.m_world.SyncRoot)
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{
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this._physActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
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}
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message);
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}
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}
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velocity = value;
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}
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}
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protected uint m_localId;
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public uint LocalId
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{
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get { return m_localId; }
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}
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/// <summary>
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/// Creates a new Entity (should not occur on it's own)
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/// </summary>
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public Entity()
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{
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uuid = new libsecondlife.LLUUID();
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m_pos = new LLVector3();
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velocity = new LLVector3();
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rotation = new Quaternion();
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m_name = "(basic entity)";
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children = new List<Entity>();
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}
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/// <summary>
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///
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/// </summary>
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public virtual void updateMovement()
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{
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foreach (Entity child in children)
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{
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child.updateMovement();
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}
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}
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/// <summary>
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/// Performs any updates that need to be done at each frame. This function is overridable from it's children.
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/// </summary>
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public virtual void update() {
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// Do any per-frame updates needed that are applicable to every type of entity
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foreach (Entity child in children)
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{
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child.update();
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}
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}
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/// <summary>
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/// Called at a set interval to inform entities that they should back themsleves up to the DB
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/// </summary>
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public virtual void BackUp()
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{
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}
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/// <summary>
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/// Infoms the entity that the land (heightmap) has changed
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/// </summary>
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public virtual void LandRenegerated()
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{
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}
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}
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}
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