PE physics plugin stubs

dsg
Robert Adams 2010-11-23 13:32:46 -08:00
parent 49d7ff0307
commit 9e68de6b8f
7 changed files with 798 additions and 2 deletions

View File

@ -648,8 +648,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
catch (Exception e)
{
// Make sure that we see any exception caused by the asynchronous operation.
m_log.Error(
string.Format("[LLCLIENTVIEW]: Caught exception while processing {0}", packetObject.Pack), e);
m_log.ErrorFormat( "[LLCLIENTVIEW]: Caught exception while processing {0}: {1}",
packetObject.Pack, e.ToString());
}
}

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@ -0,0 +1,280 @@
/*
* Copyright (c) Intel Corporation
*
* 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 Intel Corporation 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 System.Reflection;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.PEPlugin
{
public class PECharacter : PhysicsActor
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool _stopped;
private Vector3 _size;
private PrimitiveBaseShape _pbs;
private uint _localID = 0;
private bool _grabbed;
private bool _selected;
private Vector3 _position;
private float _mass;
private Vector3 _force;
private Vector3 _velocity;
private Vector3 _torque;
private float _collisionScore;
private Vector3 _acceleration;
private Quaternion _orientation;
private int _physicsActorType;
private bool _isPhysical;
private bool _flying;
private bool _setAlwaysRun;
private bool _throttleUpdates;
private bool _isColliding;
private bool _collidingGround;
private bool _collidingObj;
private bool _floatOnWater;
private Vector3 _rotationalVelocity;
private bool _kinematic;
private float _buoyancy;
private Vector3 _PIDTarget;
private bool _usePID;
private float _PIDTau;
private bool _useHoverPID;
private float _PIDHoverHeight;
private PIDHoverType _PIDHoverType;
private float _PIDHoverTao;
public PECharacter(String avName, PEScene parent_scene, Vector3 pos,
CollisionLocker dode, Vector3 size, float pid_d, float pid_p,
float capsule_radius, float tensor, float density, float height_fudge_factor,
float walk_divisor, float rundivisor)
{
return;
}
public override bool Stopped {
get { return _stopped; }
}
public override Vector3 Size {
get { return _size; }
set { _size = value;
m_log.Debug("[PEE] PEChar set Size");
Prop.Set(_localID, PropType.Size, _size);
}
}
public override PrimitiveBaseShape Shape {
set { _pbs = value;
m_log.Debug("[PEE] PEChar set Shape");
Prop.Set(_localID, PropType.Shape, _pbs);
}
}
public override uint LocalID {
set { _localID = value;
m_log.Debug("[PEE] PEChar set LocalID");
Prop.Set(_localID, PropType.LocalID, _localID);
}
}
public override bool Grabbed {
set { _grabbed = value;
m_log.Debug("[PEE] PEChar set Grabbed");
Prop.Set(_localID, PropType.Grabbed, _grabbed);
}
}
public override bool Selected {
set { _selected = value;
m_log.Debug("[PEE] PEChar set Selected");
Prop.Set(_localID, PropType.Selected, _selected);
}
}
public override void CrossingFailure() { return; }
public override void link(PhysicsActor obj) { return; }
public override void delink() { return; }
public override void LockAngularMotion(Vector3 axis) { return; }
public override Vector3 Position {
get { return _position; }
set { _position = value;
// m_log.Debug("[PEE] PEChar set Position");
Prop.Set(_localID, PropType.Position, _position);
}
}
public override float Mass {
get { return _mass; }
}
public override Vector3 Force {
get { return _force; }
set { _force = value;
m_log.Debug("[PEE] PEChar set Force");
Prop.Set(_localID, PropType.Force, _force);
}
}
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) { }
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
public override void SetVolumeDetect(int param) { return; }
public override Vector3 GeometricCenter { get { return Vector3.Zero; } }
public override Vector3 CenterOfMass { get { return Vector3.Zero; } }
public override Vector3 Velocity {
get { return _velocity; }
set { _velocity = value;
Prop.Set(_localID, PropType.Velocity, _velocity);
}
}
public override Vector3 Torque {
get { return _torque; }
set { _torque = value;
Prop.Set(_localID, PropType.Torque, _torque);
}
}
public override float CollisionScore {
get { return _collisionScore; }
set { _collisionScore = value;
Prop.Set(_localID, PropType.CollisionScore, _collisionScore);
}
}
public override Vector3 Acceleration {
get { return _acceleration; }
}
public override Quaternion Orientation {
get { return _orientation; }
set { _orientation = value;
Prop.Set(_localID, PropType.Orientation, _orientation);
}
}
public override int PhysicsActorType {
get { return _physicsActorType; }
set { _physicsActorType = value;
}
}
public override bool IsPhysical {
get { return _isPhysical; }
set { _isPhysical = value;
}
}
public override bool Flying {
get { return _flying; }
set { _flying = value;
}
}
public override bool
SetAlwaysRun {
get { return _setAlwaysRun; }
set { _setAlwaysRun = value; }
}
public override bool ThrottleUpdates {
get { return _throttleUpdates; }
set { _throttleUpdates = value; }
}
public override bool IsColliding {
get { return _isColliding; }
set { _isColliding = value; }
}
public override bool CollidingGround {
get { return _collidingGround; }
set { _collidingGround = value; }
}
public override bool CollidingObj {
get { return _collidingObj; }
set { _collidingObj = value; }
}
public override bool FloatOnWater {
set { _floatOnWater = value; }
}
public override Vector3 RotationalVelocity {
get { return _rotationalVelocity; }
set { _rotationalVelocity = value; }
}
public override bool Kinematic {
get { return _kinematic; }
set { _kinematic = value; }
}
public override float Buoyancy {
get { return _buoyancy; }
set { _buoyancy = value; }
}
// Used for MoveTo
public override Vector3 PIDTarget {
set { _PIDTarget = value; }
}
public override bool PIDActive {
set { _usePID = value; }
}
public override float PIDTau {
set { _PIDTau = value; }
}
// Used for llSetHoverHeight and maybe vehicle height
// Hover Height will override MoveTo target's Z
public override bool PIDHoverActive {
set { _useHoverPID = value; }
}
public override float PIDHoverHeight {
set { _PIDHoverHeight = value; }
}
public override PIDHoverType PIDHoverType {
set { _PIDHoverType = value; }
}
public override float PIDHoverTau {
set { _PIDHoverTao = value; }
}
// For RotLookAt
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 AddForce(Vector3 force, bool pushforce) {
}
public override void AddAngularForce(Vector3 force, bool pushforce) {
}
public override void SetMomentum(Vector3 momentum) {
}
public override void SubscribeEvents(int ms) {
}
public override void UnSubscribeEvents() {
}
public override bool SubscribedEvents() {
return false;
}
}
}

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@ -0,0 +1,67 @@
/*
* Copyright (c) Intel Corporation
*
* 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 Intel Corporation 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 OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenMetaverse;
namespace OpenSim.Region.Physics.PEPlugin
{
public class PEPlugin : IPhysicsPlugin
{
//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private PEScene _mScene;
public PEPlugin()
{
}
public bool Init()
{
return true;
}
public PhysicsScene GetScene(String sceneIdentifier)
{
if (_mScene == null)
{
_mScene = new PEScene(sceneIdentifier);
}
return (_mScene);
}
public string GetName()
{
return ("PhysicsEngineEngine");
}
public void Dispose()
{
}
}
}

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@ -0,0 +1,277 @@
/*
* Copyright (c) Intel Corporation
*
* 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 Intel Corporation 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.Reflection;
using System.Collections.Generic;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.PEPlugin
{
public sealed class PEPrim : PhysicsActor
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool _stopped;
private Vector3 _size;
private PrimitiveBaseShape _pbs;
private uint _localID = 0;
private bool _grabbed;
private bool _selected;
private Vector3 _position;
private float _mass;
private Vector3 _force;
private Vector3 _velocity;
private Vector3 _torque;
private float _collisionScore;
private Vector3 _acceleration;
private Quaternion _orientation;
private int _physicsActorType;
private bool _isPhysical;
private bool _flying;
private bool _setAlwaysRun;
private bool _throttleUpdates;
private bool _isColliding;
private bool _collidingGround;
private bool _collidingObj;
private bool _floatOnWater;
private Vector3 _rotationalVelocity;
private bool _kinematic;
private float _buoyancy;
private Vector3 _PIDTarget;
private bool _usePID;
private float _PIDTau;
private bool _useHoverPID;
private float _PIDHoverHeight;
private PIDHoverType _PIDHoverType;
private float _PIDHoverTao;
public PEPrim(String primName, PEScene parent_scene, Vector3 pos, Vector3 size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
{
// SendCreatePrim(primName, parent_scene, pos, size, rotation, mesh, pbs, pisPhysical, dode);
}
public override bool Stopped {
get { return _stopped; }
}
public override Vector3 Size {
get { return _size; }
set { _size = value;
m_log.Debug("[PEE] PEPrim set Size");
Prop.Set(_localID, PropType.Size, _size);
}
}
public override PrimitiveBaseShape Shape {
set { _pbs = value;
m_log.Debug("[PEE] PEPrim set Shape");
Prop.Set(_localID, PropType.Shape, _pbs);
}
}
public override uint LocalID {
set { _localID = value;
m_log.Debug("[PEE] PEPrim set LocalID");
Prop.Set(_localID, PropType.LocalID, _localID);
}
}
public override bool Grabbed {
set { _grabbed = value;
m_log.Debug("[PEE] PEPrim set Grabbed");
Prop.Set(_localID, PropType.Grabbed, _grabbed);
}
}
public override bool Selected {
set { _selected = value;
m_log.Debug("[PEE] PEPrim set Selected");
Prop.Set(_localID, PropType.Selected, _selected);
}
}
public override void CrossingFailure() { return; }
public override void link(PhysicsActor obj) { return; }
public override void delink() { return; }
public override void LockAngularMotion(Vector3 axis) { return; }
public override Vector3 Position {
get { return _position; }
set { _position = value;
m_log.Debug("[PEE] PEPrim set Position");
Prop.Set(_localID, PropType.Position, _position);
}
}
public override float Mass {
get { return _mass; }
}
public override Vector3 Force {
get { return _force; }
set { _force = value;
m_log.Debug("[PEE] PEPrim set Force");
Prop.Set(_localID, PropType.Force, _force);
}
}
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) { }
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
public override void SetVolumeDetect(int param) { return; }
public override Vector3 GeometricCenter { get { return Vector3.Zero; } }
public override Vector3 CenterOfMass { get { return Vector3.Zero; } }
public override Vector3 Velocity {
get { return _velocity; }
set { _velocity = value;
Prop.Set(_localID, PropType.Velocity, _velocity);
}
}
public override Vector3 Torque {
get { return _torque; }
set { _torque = value;
Prop.Set(_localID, PropType.Torque, _torque);
}
}
public override float CollisionScore {
get { return _collisionScore; }
set { _collisionScore = value;
Prop.Set(_localID, PropType.CollisionScore, _collisionScore);
}
}
public override Vector3 Acceleration {
get { return _acceleration; }
}
public override Quaternion Orientation {
get { return _orientation; }
set { _orientation = value;
Prop.Set(_localID, PropType.Orientation, _orientation);
}
}
public override int PhysicsActorType {
get { return _physicsActorType; }
set { _physicsActorType = value;
}
}
public override bool IsPhysical {
get { return _isPhysical; }
set { _isPhysical = value;
}
}
public override bool Flying {
get { return _flying; }
set { _flying = value;
}
}
public override bool
SetAlwaysRun {
get { return _setAlwaysRun; }
set { _setAlwaysRun = value; }
}
public override bool ThrottleUpdates {
get { return _throttleUpdates; }
set { _throttleUpdates = value; }
}
public override bool IsColliding {
get { return _isColliding; }
set { _isColliding = value; }
}
public override bool CollidingGround {
get { return _collidingGround; }
set { _collidingGround = value; }
}
public override bool CollidingObj {
get { return _collidingObj; }
set { _collidingObj = value; }
}
public override bool FloatOnWater {
set { _floatOnWater = value; }
}
public override Vector3 RotationalVelocity {
get { return _rotationalVelocity; }
set { _rotationalVelocity = value; }
}
public override bool Kinematic {
get { return _kinematic; }
set { _kinematic = value; }
}
public override float Buoyancy {
get { return _buoyancy; }
set { _buoyancy = value; }
}
// Used for MoveTo
public override Vector3 PIDTarget {
set { _PIDTarget = value; }
}
public override bool PIDActive {
set { _usePID = value; }
}
public override float PIDTau {
set { _PIDTau = value; }
}
// Used for llSetHoverHeight and maybe vehicle height
// Hover Height will override MoveTo target's Z
public override bool PIDHoverActive {
set { _useHoverPID = value; }
}
public override float PIDHoverHeight {
set { _PIDHoverHeight = value; }
}
public override PIDHoverType PIDHoverType {
set { _PIDHoverType = value; }
}
public override float PIDHoverTau {
set { _PIDHoverTao = value; }
}
// For RotLookAt
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 AddForce(Vector3 force, bool pushforce) {
}
public override void AddAngularForce(Vector3 force, bool pushforce) {
}
public override void SetMomentum(Vector3 momentum) {
}
public override void SubscribeEvents(int ms) {
}
public override void UnSubscribeEvents() {
}
public override bool SubscribedEvents() {
return false;
}
}
}

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@ -0,0 +1,97 @@
/*
* Copyright (c) Intel Corporation
*
* 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 Intel Corporation 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 OpenMetaverse;
namespace OpenSim.Region.Physics.PEPlugin
{
public class PEScene : PhysicsScene
{
public PEScene(string identifier)
{
}
public override void Initialise(IMesher meshmerizer, IConfigSource config)
{
}
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
PECharacter actor = new PECharacter(avName, this, position, null, size, 0f, 0f, .5f, 1f,
1f, 1f, .5f, .5f);
return actor;
}
public override void RemoveAvatar(PhysicsActor actor)
{
}
public override void RemovePrim(PhysicsActor prim)
{
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation) // deprecated
{
return null;
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical)
{
PEPrim prim = new PEPrim(primName, this, position, size, rotation, null, pbs, isPhysical, null);
return prim;
}
public override void AddPhysicsActorTaint(PhysicsActor prim) { }
public override float Simulate(float timeStep)
{
return 60f; // returns frames per second
}
public override void GetResults() { }
public override void SetTerrain(float[] heightMap) { }
public override void SetWaterLevel(float baseheight) { }
public override void DeleteTerrain() { }
public override void Dispose() { }
public override Dictionary<uint, float> GetTopColliders()
{
return new Dictionary<uint, float>();
}
public override bool IsThreaded { get { return false; } }
}
}

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@ -0,0 +1,46 @@
using System;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.PEPlugin
{
public enum PropType
{
Size,
Shape,
LocalID,
Grabbed,
Selected,
Position,
Force,
Velocity,
Torque,
CollisionScore,
Orientation
};
public class Prop
{
public static void Set(uint localID, PropType type, uint val)
{
}
public static void Set(uint localID, PropType type, Vector3 val)
{
}
public static void Set(uint localID, PropType type, PrimitiveBaseShape val)
{
}
public static void Set(uint localID, PropType type, bool val)
{
}
public static void Set(uint localID, PropType type, float val)
{
}
public static void Set(uint localID, PropType type, Quaternion val)
{
}
}
}

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@ -545,6 +545,35 @@
</Files>
</Project>
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.PEPlugin" path="OpenSim/Region/Physics/PEPlugin" 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="System.Core"/>
<Reference name="OpenMetaverseTypes.dll"/>
<Reference name="Nini.dll" />
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Framework.Console"/>
<Reference name="OpenSim.Region.Physics.Manager"/>
<Reference name="log4net.dll"/>
<Files>
<Match pattern="*.cs" recurse="true">
<Exclude name="Tests" pattern="Tests"/>
</Match>
</Files>
</Project>
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.BulletXPlugin" path="OpenSim/Region/Physics/BulletXPlugin" type="Library">
<Configuration name="Debug">
<Options>