OpenSimMirror/physics/PhysicsManager.cs

168 lines
4.3 KiB
C#

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