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path: root/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
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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 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 System.Reflection;
using System.Runtime.InteropServices;
using System.Threading;
using System.IO;
using System.Diagnostics;
using log4net;
using Nini.Config;
using Ode.NET;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenMetaverse;

namespace OpenSim.Region.Physics.OdePlugin
{
    /// <summary>
    /// ODE plugin
    /// </summary>
    public class OdePlugin : IPhysicsPlugin
    {
        private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);

        private OdeScene m_scene;

        public bool Init()
        {
            return true;
        }

        public PhysicsScene GetScene(String sceneIdentifier)
        {
            if (m_scene == null)
            {
                // We do this so that OpenSimulator on Windows loads the correct native ODE library depending on whether
                // it's running as a 32-bit process or a 64-bit one.  By invoking LoadLibary here, later DLLImports
                // will find it already loaded later on.
                //
                // This isn't necessary for other platforms (e.g. Mac OSX and Linux) since the DLL used can be
                // controlled in Ode.NET.dll.config
                if (Util.IsWindows())
                {
                    string nativeLibraryPath;

                    if (Util.Is64BitProcess())
                        nativeLibraryPath = "lib64/ode.dll";
                    else
                        nativeLibraryPath = "lib32/ode.dll";

                    m_log.DebugFormat("[ODE PLUGIN]: Loading native Windows ODE library at {0}", nativeLibraryPath);

                    if (Util.LoadLibrary(nativeLibraryPath) == IntPtr.Zero)
                        m_log.ErrorFormat(
                            "[ODE PLUGIN]: Couldn't find native Windows ODE library at {0}", nativeLibraryPath);
                }

                // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
                // http://opensimulator.org/mantis/view.php?id=2750).
                d.InitODE();
                
                m_scene = new OdeScene(sceneIdentifier);
            }

            return m_scene;
        }

        public string GetName()
        {
            return ("OpenDynamicsEngine");
        }

        public void Dispose()
        {
        }
    }
}