commit
03e7bc1526
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@ -81,6 +81,9 @@ namespace OpenSim.Data.SQLite
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/// <param name="dbconnect">connect string</param>
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override public void Initialise(string dbconnect)
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{
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if (Util.IsWindows())
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Util.LoadArchSpecificWindowsDll("sqlite3.dll");
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if (dbconnect == string.Empty)
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{
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dbconnect = "URI=file:Asset.db,version=3";
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@ -65,6 +65,9 @@ namespace OpenSim.Data.SQLite
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if (!m_initialized)
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{
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if (Util.IsWindows())
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Util.LoadArchSpecificWindowsDll("sqlite3.dll");
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m_Connection = new SqliteConnection(connectionString);
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m_Connection.Open();
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@ -69,6 +69,9 @@ namespace OpenSim.Data.SQLite
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public void Initialise(string connectionString)
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{
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if (Util.IsWindows())
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Util.LoadArchSpecificWindowsDll("sqlite3.dll");
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m_connectionString = connectionString;
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m_log.Info("[ESTATE DB]: Sqlite - connecting: "+m_connectionString);
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@ -48,6 +48,8 @@ namespace OpenSim.Data.SQLite
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protected SQLiteFramework(string connectionString)
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{
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if (Util.IsWindows())
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Util.LoadArchSpecificWindowsDll("sqlite3.dll");
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}
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//////////////////////////////////////////////////////////////
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@ -77,6 +77,9 @@ namespace OpenSim.Data.SQLite
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{
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m_Initialized = true;
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if (Util.IsWindows())
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Util.LoadArchSpecificWindowsDll("sqlite3.dll");
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if (dbconnect == string.Empty)
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{
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dbconnect = "URI=file:inventoryStore.db,version=3";
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@ -110,6 +110,9 @@ namespace OpenSim.Data.SQLite
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{
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try
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{
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if (Util.IsWindows())
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Util.LoadArchSpecificWindowsDll("sqlite3.dll");
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m_connectionString = connectionString;
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ds = new DataSet("Region");
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@ -52,6 +52,9 @@ namespace OpenSim.Data.SQLite
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public SQLiteXInventoryData(string conn, string realm)
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{
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if (Util.IsWindows())
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Util.LoadArchSpecificWindowsDll("sqlite3.dll");
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m_Folders = new SQLiteGenericTableHandler<XInventoryFolder>(
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conn, "inventoryfolders", "XInventoryStore");
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m_Items = new SqliteItemHandler(
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@ -392,6 +392,36 @@ namespace OpenSim.Framework
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|| platformId == PlatformID.WinCE);
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}
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public static bool LoadArchSpecificWindowsDll(string libraryName)
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{
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// We do this so that OpenSimulator on Windows loads the correct native library depending on whether
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// it's running as a 32-bit process or a 64-bit one. By invoking LoadLibary here, later DLLImports
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// will find it already loaded later on.
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//
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// This isn't necessary for other platforms (e.g. Mac OSX and Linux) since the DLL used can be
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// controlled in config files.
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string nativeLibraryPath;
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if (Util.Is64BitProcess())
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nativeLibraryPath = "lib64/" + libraryName;
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else
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nativeLibraryPath = "lib32/" + libraryName;
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m_log.DebugFormat("[UTIL]: Loading native Windows library at {0}", nativeLibraryPath);
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if (Util.LoadLibrary(nativeLibraryPath) == IntPtr.Zero)
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{
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m_log.ErrorFormat(
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"[UTIL]: Couldn't find native Windows library at {0}", nativeLibraryPath);
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return false;
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}
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else
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{
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return true;
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}
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}
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public static bool IsEnvironmentSupported(ref string reason)
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{
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// Must have .NET 2.0 (Generics / libsl)
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@ -890,16 +890,16 @@ namespace OpenSim.Region.Framework.Scenes
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try
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{
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ForEachRootScenePresence(delegate(ScenePresence agent)
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{
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//agent.ControllingClient.new
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//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
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{
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//agent.ControllingClient.new
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//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
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List<ulong> old = new List<ulong>();
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old.Add(otherRegion.RegionHandle);
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agent.DropOldNeighbours(old);
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if (m_teleportModule != null)
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m_teleportModule.EnableChildAgent(agent, otherRegion);
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});
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List<ulong> old = new List<ulong>();
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old.Add(otherRegion.RegionHandle);
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agent.DropOldNeighbours(old);
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if (m_teleportModule != null && agent.PresenceType != PresenceType.Npc)
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m_teleportModule.EnableChildAgent(agent, otherRegion);
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});
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}
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catch (NullReferenceException)
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{
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@ -907,7 +907,6 @@ namespace OpenSim.Region.Framework.Scenes
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// This shouldn't happen too often anymore.
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m_log.Error("[SCENE]: Couldn't inform client of regionup because we got a null reference exception");
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}
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}
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else
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{
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@ -1035,10 +1034,10 @@ namespace OpenSim.Region.Framework.Scenes
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try
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{
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ForEachRootScenePresence(delegate(ScenePresence agent)
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{
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if (m_teleportModule != null)
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m_teleportModule.EnableChildAgent(agent, r);
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});
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{
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if (m_teleportModule != null && agent.PresenceType != PresenceType.Npc)
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m_teleportModule.EnableChildAgent(agent, r);
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});
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}
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catch (NullReferenceException)
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{
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@ -51,6 +51,9 @@ public class BSPlugin : IPhysicsPlugin
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{
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if (_mScene == null)
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{
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if (Util.IsWindows())
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Util.LoadArchSpecificWindowsDll("BulletSim.dll");
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_mScene = new BSScene(sceneIdentifier);
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}
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return (_mScene);
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@ -66,20 +66,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// This isn't necessary for other platforms (e.g. Mac OSX and Linux) since the DLL used can be
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// controlled in Ode.NET.dll.config
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if (Util.IsWindows())
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{
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string nativeLibraryPath;
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if (Util.Is64BitProcess())
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nativeLibraryPath = "lib64/ode.dll";
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else
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nativeLibraryPath = "lib32/ode.dll";
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m_log.DebugFormat("[ODE PLUGIN]: Loading native Windows ODE library at {0}", nativeLibraryPath);
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if (Util.LoadLibrary(nativeLibraryPath) == IntPtr.Zero)
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m_log.ErrorFormat(
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"[ODE PLUGIN]: Couldn't find native Windows ODE library at {0}", nativeLibraryPath);
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}
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Util.LoadArchSpecificWindowsDll("ode.dll");
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// Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
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// http://opensimulator.org/mantis/view.php?id=2750).
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@ -1,58 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.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
|
||||
* notice, this list of conditions and the following disclaimer.
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||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
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||||
* * Neither the name of the OpenSimulator 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
|
||||
* 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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using System.Reflection;
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using System.Runtime.InteropServices;
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// Information about this assembly is defined by the following
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// attributes.
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//
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// change them to the information which is associated with the assembly
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// you compile.
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[assembly : AssemblyTitle("RealPhysXplugin")]
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[assembly : AssemblyDescription("")]
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[assembly : AssemblyConfiguration("")]
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[assembly : AssemblyCompany("http://opensimulator.org")]
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[assembly : AssemblyProduct("RealPhysXplugin")]
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[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
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[assembly : AssemblyTrademark("")]
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[assembly : AssemblyCulture("")]
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// This sets the default COM visibility of types in the assembly to invisible.
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// If you need to expose a type to COM, use [ComVisible(true)] on that type.
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[assembly : ComVisible(false)]
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// The assembly version has following format :
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//
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// Major.Minor.Build.Revision
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//
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// You can specify all values by your own or you can build default build and revision
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// numbers with the '*' character (the default):
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[assembly : AssemblyVersion("0.6.5.*")]
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@ -1,349 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.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
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator 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
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (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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using System;
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using System.Collections.Generic;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using PhysXWrapper;
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using Quaternion=OpenMetaverse.Quaternion;
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using System.Reflection;
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using log4net;
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using OpenMetaverse;
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namespace OpenSim.Region.Physics.PhysXPlugin
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{
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public class PhysXCharacter : PhysicsActor
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{
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private Vector3 _position;
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private Vector3 _velocity;
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private Vector3 m_rotationalVelocity = Vector3.Zero;
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private Vector3 _acceleration;
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private NxCharacter _character;
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private bool flying;
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private bool iscolliding = false;
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private float gravityAccel;
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public PhysXCharacter(NxCharacter character)
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{
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_character = character;
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}
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public override int PhysicsActorType
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{
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get { return (int) ActorTypes.Agent; }
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set { return; }
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}
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public override bool SetAlwaysRun
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{
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get { return false; }
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set { return; }
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}
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public override uint LocalID
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{
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set { return; }
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}
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public override bool Grabbed
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{
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set { return; }
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||||
}
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||||
public override bool Selected
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{
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set { return; }
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||||
}
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||||
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||||
public override float Buoyancy
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{
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get { return 0f; }
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set { return; }
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||||
}
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||||
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||||
public override bool FloatOnWater
|
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{
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set { return; }
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||||
}
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||||
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||||
public override bool IsPhysical
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{
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get { return false; }
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||||
set { return; }
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||||
}
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||||
|
||||
public override bool ThrottleUpdates
|
||||
{
|
||||
get { return false; }
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||||
set { return; }
|
||||
}
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||||
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||||
public override bool Flying
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{
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get { return flying; }
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||||
set { flying = value; }
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||||
}
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||||
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||||
public override bool IsColliding
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{
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get { return iscolliding; }
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set { iscolliding = value; }
|
||||
}
|
||||
|
||||
public override bool CollidingGround
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool CollidingObj
|
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{
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get { return false; }
|
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set { return; }
|
||||
}
|
||||
|
||||
public override Vector3 RotationalVelocity
|
||||
{
|
||||
get { return m_rotationalVelocity; }
|
||||
set { m_rotationalVelocity = value; }
|
||||
}
|
||||
|
||||
public override bool Stopped
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
public override Vector3 Position
|
||||
{
|
||||
get { return _position; }
|
||||
set
|
||||
{
|
||||
_position = value;
|
||||
Vec3 ps = new Vec3();
|
||||
ps.X = value.X;
|
||||
ps.Y = value.Y;
|
||||
ps.Z = value.Z;
|
||||
_character.Position = ps;
|
||||
}
|
||||
}
|
||||
|
||||
public override Vector3 Size
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override float Mass
|
||||
{
|
||||
get { return 0f; }
|
||||
}
|
||||
|
||||
public override Vector3 Force
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override int VehicleType
|
||||
{
|
||||
get { return 0; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void VehicleFloatParam(int param, float value)
|
||||
{
|
||||
}
|
||||
|
||||
public override void VehicleVectorParam(int param, Vector3 value)
|
||||
{
|
||||
}
|
||||
|
||||
public override void VehicleRotationParam(int param, Quaternion rotation)
|
||||
{
|
||||
}
|
||||
|
||||
public override void VehicleFlags(int param, bool remove)
|
||||
{
|
||||
}
|
||||
|
||||
public override void SetVolumeDetect(int param)
|
||||
{
|
||||
}
|
||||
|
||||
public override Vector3 CenterOfMass
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
}
|
||||
|
||||
public override Vector3 GeometricCenter
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
}
|
||||
|
||||
public override Vector3 Velocity
|
||||
{
|
||||
get { return _velocity; }
|
||||
set { _velocity = value; }
|
||||
}
|
||||
|
||||
public override float CollisionScore
|
||||
{
|
||||
get { return 0f; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override bool Kinematic
|
||||
{
|
||||
get { return false; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override Quaternion Orientation
|
||||
{
|
||||
get { return Quaternion.Identity; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override Vector3 Acceleration
|
||||
{
|
||||
get { return _acceleration; }
|
||||
set { _acceleration = value; }
|
||||
}
|
||||
|
||||
public override void AddForce(Vector3 force, bool pushforce)
|
||||
{
|
||||
}
|
||||
|
||||
public override Vector3 Torque
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void AddAngularForce(Vector3 force, bool pushforce)
|
||||
{
|
||||
}
|
||||
|
||||
public override void link(PhysicsActor obj)
|
||||
{
|
||||
}
|
||||
|
||||
public override void delink()
|
||||
{
|
||||
}
|
||||
|
||||
public override void LockAngularMotion(Vector3 axis)
|
||||
{
|
||||
}
|
||||
|
||||
public override void SetMomentum(Vector3 momentum)
|
||||
{
|
||||
}
|
||||
|
||||
public void Move(float timeStep)
|
||||
{
|
||||
Vec3 vec = new Vec3();
|
||||
vec.X = _velocity.X*timeStep;
|
||||
vec.Y = _velocity.Y*timeStep;
|
||||
if (flying)
|
||||
{
|
||||
vec.Z = (_velocity.Z)*timeStep;
|
||||
}
|
||||
else
|
||||
{
|
||||
gravityAccel += -9.8f;
|
||||
vec.Z = (gravityAccel + _velocity.Z)*timeStep;
|
||||
}
|
||||
int res = _character.Move(vec);
|
||||
if (res == 1)
|
||||
{
|
||||
gravityAccel = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public override PrimitiveBaseShape Shape
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public void UpdatePosition()
|
||||
{
|
||||
Vec3 vec = _character.Position;
|
||||
_position.X = vec.X;
|
||||
_position.Y = vec.Y;
|
||||
_position.Z = vec.Z;
|
||||
}
|
||||
|
||||
public override void CrossingFailure()
|
||||
{
|
||||
}
|
||||
|
||||
public override Vector3 PIDTarget { set { return; } }
|
||||
public override bool PIDActive { set { return; } }
|
||||
public override float PIDTau { set { return; } }
|
||||
|
||||
public override float PIDHoverHeight { set { return; } }
|
||||
public override bool PIDHoverActive { set { return; } }
|
||||
public override PIDHoverType PIDHoverType { set { return; } }
|
||||
public override float PIDHoverTau { set { return; } }
|
||||
|
||||
public override Quaternion APIDTarget
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool APIDActive
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float APIDStrength
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float APIDDamping
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void SubscribeEvents(int ms)
|
||||
{
|
||||
|
||||
}
|
||||
public override void UnSubscribeEvents()
|
||||
{
|
||||
|
||||
}
|
||||
public override bool SubscribedEvents()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,341 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Nini.Config;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using PhysXWrapper;
|
||||
using Quaternion=OpenMetaverse.Quaternion;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.PhysXPlugin
|
||||
{
|
||||
public class PhysXPrim : PhysicsActor
|
||||
{
|
||||
private Vector3 _velocity;
|
||||
private Vector3 _acceleration;
|
||||
private Vector3 m_rotationalVelocity;
|
||||
private NxActor _prim;
|
||||
|
||||
public PhysXPrim(NxActor prim)
|
||||
{
|
||||
_velocity = Vector3.Zero;
|
||||
_acceleration = Vector3.Zero;
|
||||
_prim = prim;
|
||||
}
|
||||
|
||||
public override int PhysicsActorType
|
||||
{
|
||||
get { return (int) ActorTypes.Prim; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool IsPhysical
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool SetAlwaysRun
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override uint LocalID
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Grabbed
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Selected
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float Buoyancy
|
||||
{
|
||||
get { return 0f; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool FloatOnWater
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool ThrottleUpdates
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override Vector3 RotationalVelocity
|
||||
{
|
||||
get { return m_rotationalVelocity; }
|
||||
set { m_rotationalVelocity = value; }
|
||||
}
|
||||
|
||||
public override bool Flying
|
||||
{
|
||||
get { return false; //no flying prims for you
|
||||
}
|
||||
set { }
|
||||
}
|
||||
|
||||
public override bool IsColliding
|
||||
{
|
||||
get { return false; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override bool CollidingGround
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool CollidingObj
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Stopped
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
public override Vector3 Position
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector3 pos = Vector3.Zero;
|
||||
Vec3 vec = _prim.Position;
|
||||
pos.X = vec.X;
|
||||
pos.Y = vec.Y;
|
||||
pos.Z = vec.Z;
|
||||
return pos;
|
||||
}
|
||||
set
|
||||
{
|
||||
Vector3 vec = value;
|
||||
Vec3 pos = new Vec3();
|
||||
pos.X = vec.X;
|
||||
pos.Y = vec.Y;
|
||||
pos.Z = vec.Z;
|
||||
_prim.Position = pos;
|
||||
}
|
||||
}
|
||||
|
||||
public override PrimitiveBaseShape Shape
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override Vector3 Velocity
|
||||
{
|
||||
get { return _velocity; }
|
||||
set { _velocity = value; }
|
||||
}
|
||||
|
||||
public override Vector3 Torque
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float CollisionScore
|
||||
{
|
||||
get { return 0f; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override bool Kinematic
|
||||
{
|
||||
get { return _prim.Kinematic; }
|
||||
set { _prim.Kinematic = value; }
|
||||
}
|
||||
|
||||
public override Quaternion Orientation
|
||||
{
|
||||
get
|
||||
{
|
||||
Quaternion res;
|
||||
PhysXWrapper.Quaternion quat = _prim.GetOrientation();
|
||||
res.W = quat.W;
|
||||
res.X = quat.X;
|
||||
res.Y = quat.Y;
|
||||
res.Z = quat.Z;
|
||||
return res;
|
||||
}
|
||||
set { }
|
||||
}
|
||||
|
||||
public override Vector3 Acceleration
|
||||
{
|
||||
get { return _acceleration; }
|
||||
set { _acceleration = value; }
|
||||
}
|
||||
|
||||
public override void AddForce(Vector3 force, bool pushforce)
|
||||
{
|
||||
}
|
||||
|
||||
public override void AddAngularForce(Vector3 force, bool pushforce)
|
||||
{
|
||||
}
|
||||
|
||||
public override void SetMomentum(Vector3 momentum)
|
||||
{
|
||||
}
|
||||
|
||||
public override Vector3 Size
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override void link(PhysicsActor obj)
|
||||
{
|
||||
}
|
||||
|
||||
public override void delink()
|
||||
{
|
||||
}
|
||||
|
||||
public override void LockAngularMotion(Vector3 axis)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override float Mass
|
||||
{
|
||||
get { return 0f; }
|
||||
}
|
||||
|
||||
public override Vector3 Force
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override int VehicleType
|
||||
{
|
||||
get { return 0; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void VehicleFloatParam(int param, float value)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void VehicleVectorParam(int param, Vector3 value)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void VehicleRotationParam(int param, Quaternion rotation)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void VehicleFlags(int param, bool remove) { }
|
||||
|
||||
public override void SetVolumeDetect(int param)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override Vector3 CenterOfMass
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
}
|
||||
|
||||
public override Vector3 GeometricCenter
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
}
|
||||
|
||||
public override void CrossingFailure()
|
||||
{
|
||||
}
|
||||
|
||||
public override Vector3 PIDTarget { set { return; } }
|
||||
public override bool PIDActive { set { return; } }
|
||||
public override float PIDTau { set { return; } }
|
||||
|
||||
public override float PIDHoverHeight { set { return; } }
|
||||
public override bool PIDHoverActive { set { return; } }
|
||||
public override PIDHoverType PIDHoverType { set { return; } }
|
||||
public override float PIDHoverTau { set { return; } }
|
||||
|
||||
public override Quaternion APIDTarget
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool APIDActive
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float APIDStrength
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float APIDDamping
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
|
||||
|
||||
public override void SubscribeEvents(int ms)
|
||||
{
|
||||
|
||||
}
|
||||
public override void UnSubscribeEvents()
|
||||
{
|
||||
|
||||
}
|
||||
public override bool SubscribedEvents()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,177 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Nini.Config;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using PhysXWrapper;
|
||||
using Quaternion=OpenMetaverse.Quaternion;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.PhysXPlugin
|
||||
{
|
||||
public class PhysXScene : PhysicsScene
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
|
||||
private List<PhysXPrim> _prims = new List<PhysXPrim>();
|
||||
private float[] _heightMap = null;
|
||||
private NxPhysicsSDK mySdk;
|
||||
private NxScene scene;
|
||||
|
||||
// protected internal string sceneIdentifier;
|
||||
public PhysXScene(string _sceneIdentifier)
|
||||
{
|
||||
//sceneIdentifier = _sceneIdentifier;
|
||||
|
||||
mySdk = NxPhysicsSDK.CreateSDK();
|
||||
m_log.Info("Sdk created - now creating scene");
|
||||
scene = mySdk.CreateScene();
|
||||
}
|
||||
|
||||
public override void Initialise(IMesher meshmerizer, IConfigSource config)
|
||||
{
|
||||
// Does nothing right now
|
||||
}
|
||||
public override void Dispose()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void SetWaterLevel(float baseheight)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
|
||||
{
|
||||
Vec3 pos = new Vec3();
|
||||
pos.X = position.X;
|
||||
pos.Y = position.Y;
|
||||
pos.Z = position.Z;
|
||||
PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos));
|
||||
act.Flying = isFlying;
|
||||
act.Position = position;
|
||||
_characters.Add(act);
|
||||
return act;
|
||||
}
|
||||
|
||||
public override void RemovePrim(PhysicsActor prim)
|
||||
{
|
||||
}
|
||||
|
||||
public override void RemoveAvatar(PhysicsActor actor)
|
||||
{
|
||||
}
|
||||
|
||||
private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
|
||||
{
|
||||
Vec3 pos = new Vec3();
|
||||
pos.X = position.X;
|
||||
pos.Y = position.Y;
|
||||
pos.Z = position.Z;
|
||||
Vec3 siz = new Vec3();
|
||||
siz.X = size.X;
|
||||
siz.Y = size.Y;
|
||||
siz.Z = size.Z;
|
||||
PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz));
|
||||
_prims.Add(act);
|
||||
return act;
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
||||
{
|
||||
return AddPrim(position, size, rotation);
|
||||
}
|
||||
|
||||
public override void AddPhysicsActorTaint(PhysicsActor prim)
|
||||
{
|
||||
}
|
||||
|
||||
public override float Simulate(float timeStep)
|
||||
{
|
||||
float fps = 0f;
|
||||
try
|
||||
{
|
||||
foreach (PhysXCharacter actor in _characters)
|
||||
{
|
||||
actor.Move(timeStep);
|
||||
}
|
||||
scene.Simulate(timeStep);
|
||||
scene.FetchResults();
|
||||
scene.UpdateControllers();
|
||||
|
||||
foreach (PhysXCharacter actor in _characters)
|
||||
{
|
||||
actor.UpdatePosition();
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error(e.Message);
|
||||
}
|
||||
return fps;
|
||||
}
|
||||
|
||||
public override void GetResults()
|
||||
{
|
||||
}
|
||||
|
||||
public override bool IsThreaded
|
||||
{
|
||||
// for now we won't be multithreaded
|
||||
get { return (false); }
|
||||
}
|
||||
|
||||
public override void SetTerrain(float[] heightMap)
|
||||
{
|
||||
if (_heightMap != null)
|
||||
{
|
||||
m_log.Debug("PhysX - deleting old terrain");
|
||||
scene.DeleteTerrain();
|
||||
}
|
||||
_heightMap = heightMap;
|
||||
scene.AddTerrain(heightMap);
|
||||
}
|
||||
|
||||
public override void DeleteTerrain()
|
||||
{
|
||||
scene.DeleteTerrain();
|
||||
}
|
||||
|
||||
public override Dictionary<uint, float> GetTopColliders()
|
||||
{
|
||||
Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
|
||||
return returncolliders;
|
||||
}
|
||||
}
|
||||
}
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
25
prebuild.xml
25
prebuild.xml
|
@ -521,31 +521,6 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.PhysXPlugin" path="OpenSim/Region/Physics/PhysXPlugin" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/Physics/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/Physics/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
|
||||
<Reference name="Nini" path="../../../../bin/"/>
|
||||
<Reference name="PhysX_Wrapper_Dotnet" path="../../../../bin/"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="log4net" path="../../../../bin/"/>
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true"/>
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.OdePlugin" path="OpenSim/Region/Physics/OdePlugin" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
|
|
Loading…
Reference in New Issue