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make sceneobjectpart inherit EntityBase
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@@ -37,92 +37,98 @@ namespace OpenSim.Region.Framework.Scenes
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{
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public abstract class EntityBase : ISceneEntity
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// The scene to which this entity belongs
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/// </summary>
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protected Scene m_scene;
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public Scene Scene
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{
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get { return m_scene; }
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}
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protected Scene m_scene;
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protected UUID m_uuid;
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public virtual UUID UUID
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{
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get { return m_uuid; }
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set { m_uuid = value; }
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}
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protected string m_name;
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/// <summary>
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/// The name of this entity
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/// </summary>
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protected string m_name;
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public virtual string Name
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{
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get { return m_name; }
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set { m_name = value; }
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}
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/// <summary>
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/// id local to scene
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/// </summary>
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protected uint m_localId;
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public virtual uint LocalId
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{
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get
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{
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return m_localId;
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}
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set
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{
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m_localId = value;
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// m_log.DebugFormat("[ENTITY BASE]: Set part {0} to local id {1}", Name, m_localId);
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}
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}
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/// <summary>
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/// Signals whether this entity was in a scene but has since been removed from it.
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/// </summary>
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public bool IsDeleted { get; protected internal set; }
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protected Vector3 m_pos;
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/// <summary>
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/// Absolute position of this entity in a scene.
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/// </summary>
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protected Vector3 m_pos;
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public virtual Vector3 AbsolutePosition
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{
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get { return m_pos; }
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get
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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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m_pos = value;
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}
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}
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protected Vector3 m_velocity;
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protected Vector3 m_rotationalvelocity;
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/// <summary>
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/// Current velocity of the entity.
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/// </summary>
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protected Vector3 m_velocity;
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public virtual Vector3 Velocity
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{
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get { return m_velocity; }
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set { m_velocity = value; }
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}
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protected uint m_localId;
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public virtual uint LocalId
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{
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get { return m_localId; }
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set
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{
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m_localId = value;
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// m_log.DebugFormat("[ENTITY BASE]: Set part {0} to local id {1}", Name, m_localId);
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}
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}
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protected Vector3 m_rotationalvelocity;
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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 EntityBase()
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{
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m_name = "(basic entity)";
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}
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/// <summary>
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/// Performs any updates that need to be done at each frame, as opposed to immediately.
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/// These included scheduled updates and updates that occur due to physics processing.
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/// </summary>
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public abstract void Update();
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public virtual void Update()
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{
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}
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/// <summary>
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/// Copies the entity
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