Added skeleton ODE plugin
parent
298cdf6ded
commit
a31f7e21e9
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using System.Reflection;
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using System.Runtime.CompilerServices;
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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("")]
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[assembly: AssemblyProduct("RealPhysXplugin")]
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[assembly: AssemblyCopyright("")]
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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("1.0.*")]
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@ -0,0 +1,357 @@
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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 OpenSim.Physics.Manager;
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namespace OpenSim.Physics.OdePlugin
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{
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/// <summary>
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/// ODE plugin
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/// </summary>
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public class OdePlugin : IPhysicsPlugin
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{
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private OdeScene _mScene;
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public OdePlugin()
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{
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}
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public bool Init()
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{
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return true;
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}
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public PhysicsScene GetScene()
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{
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if(_mScene == null)
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{
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_mScene = new OdeScene();
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}
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return(_mScene);
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}
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public string GetName()
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{
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return("OpenDynamicsEngine");
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}
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public void Dispose()
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{
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}
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}
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public class OdeScene :PhysicsScene
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{
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public OdeScene()
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{
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}
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public override PhysicsActor AddAvatar(PhysicsVector position)
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{
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PhysicsVector pos = new PhysicsVector();
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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return new OdeCharacter();
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}
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public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
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{
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PhysicsVector pos = new PhysicsVector();
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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PhysicsVector siz = new PhysicsVector();
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siz.X = size.X;
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siz.Y = size.Y;
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siz.Z = size.Z;
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return new OdePrim();
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}
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public override void Simulate(float timeStep)
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{
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}
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public override void GetResults()
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{
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}
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public override bool IsThreaded
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{
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get
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{
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return(false); // for now we won't be multithreaded
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}
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}
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public override void SetTerrain(float[] heightMap)
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{
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}
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}
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public class OdeCharacter : PhysicsActor
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{
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private PhysicsVector _position;
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private PhysicsVector _velocity;
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private PhysicsVector _acceleration;
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private bool flying;
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private float gravityAccel;
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public OdeCharacter()
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{
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_velocity = new PhysicsVector();
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_position = new PhysicsVector();
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_acceleration = new PhysicsVector();
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}
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public override bool Flying
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{
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get
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{
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return flying;
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}
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set
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{
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flying = value;
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}
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}
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public override PhysicsVector Position
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{
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get
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{
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return _position;
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}
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set
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{
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_position = value;
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}
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}
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public override PhysicsVector Velocity
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{
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get
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{
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return _velocity;
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}
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set
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{
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_velocity = value;
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}
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}
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public override bool Kinematic
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{
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get
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{
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return false;
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}
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set
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{
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}
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}
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public override Axiom.MathLib.Quaternion Orientation
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{
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get
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{
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return Axiom.MathLib.Quaternion.Identity;
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}
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set
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{
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}
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}
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public override PhysicsVector Acceleration
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{
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get
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{
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return _acceleration;
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}
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}
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public void SetAcceleration (PhysicsVector accel)
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{
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this._acceleration = accel;
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}
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public override void AddForce(PhysicsVector force)
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{
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}
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public override void SetMomentum(PhysicsVector momentum)
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{
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}
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public void Move(float timeStep)
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{
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PhysicsVector vec = new PhysicsVector();
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vec.X = this._velocity.X * timeStep;
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vec.Y = this._velocity.Y * timeStep;
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if(flying)
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{
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vec.Z = ( this._velocity.Z) * timeStep;
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}
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else
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{
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gravityAccel+= -9.8f;
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vec.Z = (gravityAccel + this._velocity.Z) * timeStep;
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}
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//int res = this._character.Move(vec);
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//if(res == 1)
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//{
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// gravityAccel = 0;
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//}
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}
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public void UpdatePosition()
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{
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}
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}
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public class OdePrim : PhysicsActor
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{
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private PhysicsVector _position;
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private PhysicsVector _velocity;
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private PhysicsVector _acceleration;
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public OdePrim()
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{
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_velocity = new PhysicsVector();
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_position = new PhysicsVector();
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_acceleration = new PhysicsVector();
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}
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public override bool Flying
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{
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get
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{
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return false; //no flying prims for you
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}
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set
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{
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}
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}
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public override PhysicsVector Position
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{
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get
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{
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PhysicsVector pos = new PhysicsVector();
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//PhysicsVector vec = this._prim.Position;
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//pos.X = vec.X;
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//pos.Y = vec.Y;
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//pos.Z = vec.Z;
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return pos;
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}
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set
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{
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/*PhysicsVector vec = value;
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PhysicsVector pos = new PhysicsVector();
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pos.X = vec.X;
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pos.Y = vec.Y;
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pos.Z = vec.Z;
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this._prim.Position = pos;*/
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}
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}
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public override PhysicsVector Velocity
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{
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get
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{
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return _velocity;
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}
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set
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{
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_velocity = value;
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}
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}
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public override bool Kinematic
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{
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get
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{
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return false;
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//return this._prim.Kinematic;
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}
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set
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{
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//this._prim.Kinematic = value;
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}
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}
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public override Axiom.MathLib.Quaternion Orientation
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{
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get
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{
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Axiom.MathLib.Quaternion res = new Axiom.MathLib.Quaternion();
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return res;
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}
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set
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{
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}
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}
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public override PhysicsVector Acceleration
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{
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get
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{
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return _acceleration;
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}
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}
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public void SetAcceleration (PhysicsVector accel)
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{
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this._acceleration = accel;
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}
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public override void AddForce(PhysicsVector force)
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{
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}
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public override void SetMomentum(PhysicsVector momentum)
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{
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}
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}
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}
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<?xml version="1.0" ?>
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<project name="OpenSim.Physics.OdePlugin" default="build">
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<target name="build">
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<echo message="Build Directory is ${project::get-base-directory()}/${build.dir}" />
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<mkdir dir="${project::get-base-directory()}/${build.dir}" />
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<copy todir="${project::get-base-directory()}/${build.dir}">
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<fileset basedir="${project::get-base-directory()}">
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</fileset>
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</copy>
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<csc target="library" debug="${build.debug}" unsafe="False" define="TRACE" output="${project::get-base-directory()}/${build.dir}/${project::get-name()}.dll">
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<resources prefix="OpenSim.Physics.OdePlugin" dynamicprefix="true" >
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</resources>
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<sources failonempty="true">
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<include name="AssemblyInfo.cs" />
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<include name="OdePlugin.cs" />
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</sources>
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<references basedir="${project::get-base-directory()}">
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<lib>
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<include name="${project::get-base-directory()}" />
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<include name="${project::get-base-directory()}/${build.dir}" />
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</lib>
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<include name="System.dll" />
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<include name="../../bin/Axiom.MathLib.dll" />
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<include name="../Manager/${build.dir}/OpenSim.Physics.Manager.dll" />
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<include name="../../bin/../lib/Ode.NET.dll" />
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</references>
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</csc>
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<echo message="Copying from [${project::get-base-directory()}/${build.dir}/] to [${project::get-base-directory()}/../../bin/Physics/" />
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<mkdir dir="${project::get-base-directory()}/../../bin/Physics/"/>
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<copy todir="${project::get-base-directory()}/../../bin/Physics/">
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<fileset basedir="${project::get-base-directory()}/${build.dir}/" >
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<include name="*.dll"/>
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<include name="*.exe"/>
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</fileset>
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</copy>
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</target>
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<target name="clean">
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<delete dir="${bin.dir}" failonerror="false" />
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<delete dir="${obj.dir}" failonerror="false" />
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</target>
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<target name="doc" description="Creates documentation.">
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</target>
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</project>
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<delete dir="${obj.dir}" failonerror="false" />
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<nant buildfile="../opensim/OpenSim.Framework/OpenSim.Framework.dll.build" target="clean" />
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<nant buildfile="../opensim/OpenSim.Framework.Console/OpenSim.Framework.Console.dll.build" target="clean" />
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<nant buildfile="../opensim/OpenSim.Physics/OdePlugin/OpenSim.Physics.OdePlugin.dll.build" target="clean" />
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<nant buildfile="../opensim/OpenSim.Physics/Manager/OpenSim.Physics.Manager.dll.build" target="clean" />
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<nant buildfile="../opensim/OpenSim.Physics/BasicPhysicsPlugin/OpenSim.Physics.BasicPhysicsPlugin.dll.build" target="clean" />
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<nant buildfile="../opensim/OpenGridServices.GridServer/OpenGridServices.GridServer.exe.build" target="clean" />
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<nant buildfile="../opensim/OpenSim.GridInterfaces/Remote/OpenSim.GridInterfaces.Remote.dll.build" target="build" />
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<nant buildfile="../opensim/OpenSim.Physics/BasicPhysicsPlugin/OpenSim.Physics.BasicPhysicsPlugin.dll.build" target="build" />
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<nant buildfile="../opensim/OpenSim.Physics/PhysXPlugin/OpenSim.Physics.PhysXPlugin.dll.build" target="build" />
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<nant buildfile="../opensim/OpenSim.Physics/OdePlugin/OpenSim.Physics.OdePlugin.dll.build" target="build" />
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<nant buildfile="../opensim/OpenSim.RegionServer/OpenSim.RegionServer.dll.build" target="build" />
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<nant buildfile="../opensim/OpenSim/OpenSim.exe.build" target="build" />
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<nant buildfile="../opensim/OpenSim.Storage/LocalStorageDb4o/OpenSim.Storage.LocalStorageDb4o.dll.build" target="build" />
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<echo message="Generating all documentation from all builds" />
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<nant buildfile="../opensim/OpenSim.Framework/OpenSim.Framework.dll.build" target="doc" />
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<nant buildfile="../opensim/OpenSim.Framework.Console/OpenSim.Framework.Console.dll.build" target="doc" />
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<nant buildfile="../opensim/OpenSim.Physics/OdePlugin/OpenSim.Physics.OdePlugin.dll.build" target="doc" />
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<nant buildfile="../opensim/OpenSim.Physics/Manager/OpenSim.Physics.Manager.dll.build" target="doc" />
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<nant buildfile="../opensim/OpenSim.Physics/BasicPhysicsPlugin/OpenSim.Physics.BasicPhysicsPlugin.dll.build" target="doc" />
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<nant buildfile="../opensim/OpenGridServices.GridServer/OpenGridServices.GridServer.exe.build" target="doc" />
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24
prebuild.xml
24
prebuild.xml
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</Files>
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</Project>
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<Project name="OpenSim.Physics.OdePlugin" path="OpenSim.Physics/OdePlugin" type="Library">
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<Configuration name="Debug">
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<Options>
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<OutputPath>../../bin/Physics/</OutputPath>
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</Options>
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</Configuration>
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<Configuration name="Release">
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<Options>
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<OutputPath>../../bin/Physics/</OutputPath>
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</Options>
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</Configuration>
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<ReferencePath>../../bin/</ReferencePath>
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<Reference name="System" localCopy="false"/>
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<Reference name="Axiom.MathLib.dll" localCopy="false"/>
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<Reference name="OpenSim.Physics.Manager" localCopy="false"/>
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<Reference name="../lib/Ode.NET.dll" localCopy="false"/>
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<Files>
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<Match pattern="*.cs" recurse="true"/>
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</Files>
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</Project>
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<Project name="OpenSim.RegionServer" path="OpenSim.RegionServer" type="Library">
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<Configuration name="Debug">
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<Options>
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