2007-03-02 18:10:45 +00:00
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/*
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* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
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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 <organization> 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 <copyright holder> ``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 <copyright holder> 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.Collections;
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using System.IO;
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using System.Reflection;
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2007-03-04 12:40:55 +00:00
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namespace PhysicsSystem
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2007-03-02 18:10:45 +00:00
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{
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/// <summary>
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/// Description of MyClass.
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/// </summary>
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public class PhysicsManager
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{
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private Dictionary<string, IPhysicsPlugin> _plugins=new Dictionary<string, IPhysicsPlugin>();
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public PhysicsManager()
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{
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}
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public PhysicsScene GetPhysicsScene(string engineName)
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{
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if(_plugins.ContainsKey(engineName))
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{
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2007-03-04 19:35:53 +00:00
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Console.WriteLine("creating "+engineName);
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2007-03-02 18:10:45 +00:00
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return _plugins[engineName].GetScene();
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}
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else
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{
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2007-03-04 19:35:53 +00:00
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Console.WriteLine("couldn't find physicsEngine: "+ engineName);
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2007-03-02 18:10:45 +00:00
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return null;
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}
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}
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public void LoadPlugins()
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{
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string path = Path.Combine(System.AppDomain.CurrentDomain.BaseDirectory ,"Physics");
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2007-03-04 12:40:55 +00:00
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string[] pluginFiles = Directory.GetFiles(path, "*.Dll");
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2007-03-02 18:10:45 +00:00
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for(int i= 0; i<pluginFiles.Length; i++)
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{
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this.AddPlugin(pluginFiles[i]);
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}
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}
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private void AddPlugin(string FileName)
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{
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Assembly pluginAssembly = Assembly.LoadFrom(FileName);
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foreach (Type pluginType in pluginAssembly.GetTypes())
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{
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if (pluginType.IsPublic)
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{
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if (!pluginType.IsAbstract)
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{
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Type typeInterface = pluginType.GetInterface("IPhysicsPlugin", true);
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if (typeInterface != null)
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{
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IPhysicsPlugin plug = (IPhysicsPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
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plug.Init();
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this._plugins.Add(plug.GetName(),plug);
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}
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typeInterface = null;
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}
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}
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}
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pluginAssembly = null;
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}
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}
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public interface IPhysicsPlugin
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{
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bool Init();
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PhysicsScene GetScene();
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string GetName();
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void Dispose();
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}
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public abstract class PhysicsScene
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{
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public abstract PhysicsActor AddAvatar(PhysicsVector position);
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public abstract void Simulate(float timeStep);
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public abstract void GetResults();
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2007-03-05 12:55:47 +00:00
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public abstract void SetTerrain(float[] heightMap);
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2007-03-02 18:10:45 +00:00
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public abstract bool IsThreaded
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{
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get;
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}
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}
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public abstract class PhysicsActor
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{
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public abstract PhysicsVector Position
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{
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get;
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2007-03-04 12:40:55 +00:00
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set;
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2007-03-02 18:10:45 +00:00
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}
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public abstract PhysicsVector Velocity
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{
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get;
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set;
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}
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public abstract PhysicsVector Acceleration
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{
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get;
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}
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public abstract void AddForce(PhysicsVector force);
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public abstract void SetMomentum(PhysicsVector momentum);
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}
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public class PhysicsVector
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{
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public float X;
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public float Y;
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public float Z;
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public PhysicsVector()
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{
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}
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public PhysicsVector(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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}
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}
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