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/*
* 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 OpenSim 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 System.IO;
using System.Reflection;
using Nini.Config;
using log4net;
namespace OpenSim.Region.Physics.Manager
{
/// <summary>
/// Description of MyClass.
/// </summary>
public class PhysicsPluginManager
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Dictionary<string, IPhysicsPlugin> _PhysPlugins = new Dictionary<string, IPhysicsPlugin>();
private Dictionary<string, IMeshingPlugin> _MeshPlugins = new Dictionary<string, IMeshingPlugin>();
public PhysicsPluginManager()
{
}
public PhysicsScene GetPhysicsScene(string physEngineName, string meshEngineName, IConfigSource config)
{
if (String.IsNullOrEmpty(physEngineName))
{
return PhysicsScene.Null;
}
if (String.IsNullOrEmpty(meshEngineName))
{
return PhysicsScene.Null;
}
IMesher meshEngine = null;
if (_MeshPlugins.ContainsKey(meshEngineName))
{
m_log.Info("[PHYSICS]: creating meshing engine " + meshEngineName);
meshEngine = _MeshPlugins[meshEngineName].GetMesher();
}
else
{
m_log.WarnFormat("[PHYSICS]: couldn't find meshingEngine: {0}", meshEngineName);
throw new ArgumentException(String.Format("couldn't find meshingEngine: {0}", meshEngineName));
}
if (_PhysPlugins.ContainsKey(physEngineName))
{
m_log.Info("[PHYSICS]: creating " + physEngineName);
PhysicsScene result = _PhysPlugins[physEngineName].GetScene();
result.Initialise(meshEngine, config);
return result;
}
else
{
m_log.WarnFormat("[PHYSICS]: couldn't find physicsEngine: {0}", physEngineName);
throw new ArgumentException(String.Format("couldn't find physicsEngine: {0}", physEngineName));
}
}
public void LoadPlugins()
{
// Load "plugins", that are hard coded and not existing in form of an external lib
IMeshingPlugin plugHard;
plugHard = new ZeroMesherPlugin();
_MeshPlugins.Add(plugHard.GetName(), plugHard);
m_log.Info("[PHYSICS]: Added meshing engine: " + plugHard.GetName());
// And now walk all assemblies (DLLs effectively) and see if they are home
// of a plugin that is of interest for us
string path = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Physics");
string[] pluginFiles = Directory.GetFiles(path, "*.dll");
for (int i = 0; i < pluginFiles.Length; i++)
{
AddPlugin(pluginFiles[i]);
}
}
private void AddPlugin(string FileName)
{
// TODO / NOTE
// The assembly named 'OpenSim.Region.Physics.BasicPhysicsPlugin' was loaded from
// 'file:///C:/OpenSim/trunk2/bin/Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll'
// using the LoadFrom context. The use of this context can result in unexpected behavior
// for serialization, casting and dependency resolution. In almost all cases, it is recommended
// that the LoadFrom context be avoided. This can be done by installing assemblies in the
// Global Assembly Cache or in the ApplicationBase directory and using Assembly.
// Load when explicitly loading assemblies.
Assembly pluginAssembly = Assembly.LoadFrom(FileName);
foreach (Type pluginType in pluginAssembly.GetTypes())
{
if (pluginType.IsPublic)
{
if (!pluginType.IsAbstract)
{
Type physTypeInterface = pluginType.GetInterface("IPhysicsPlugin", true);
if (physTypeInterface != null)
{
IPhysicsPlugin plug =
(IPhysicsPlugin) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
plug.Init();
_PhysPlugins.Add(plug.GetName(), plug);
m_log.Info("[PHYSICS]: Added physics engine: " + plug.GetName());
}
Type meshTypeInterface = pluginType.GetInterface("IMeshingPlugin", true);
if (meshTypeInterface != null)
{
IMeshingPlugin plug =
(IMeshingPlugin) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
_MeshPlugins.Add(plug.GetName(), plug);
m_log.Info("[PHYSICS]: Added meshing engine: " + plug.GetName());
}
physTypeInterface = null;
meshTypeInterface = null;
}
}
}
pluginAssembly = null;
}
//---
public static void PhysicsPluginMessage(string message, bool isWarning)
{
if (isWarning)
{
m_log.Warn("[PHYSICS]: " + message);
}
else
{
m_log.Info("[PHYSICS]: " + message);
}
}
//---
}
public interface IPhysicsPlugin
{
bool Init();
PhysicsScene GetScene();
string GetName();
void Dispose();
}
public interface IMeshingPlugin
{
string GetName();
IMesher GetMesher();
}
}
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