101 lines
4.5 KiB
C#
Executable File
101 lines
4.5 KiB
C#
Executable File
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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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using System;
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using System.IO;
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using System.Collections.Generic;
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using System.Text;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Physics.Meshing;
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using OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin.Tests
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{
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// Utility functions for building up and tearing down the sample physics environments
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public static class BulletSimTestsUtil
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{
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// 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA"
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// 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults)
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// May be 'null' if there are no overrides.
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public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides)
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{
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IConfigSource openSimINI = new IniConfigSource();
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IConfig startupConfig = openSimINI.AddConfig("Startup");
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startupConfig.Set("physics", "BulletSim");
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startupConfig.Set("meshing", "Meshmerizer");
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startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps
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IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim");
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// If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged".
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// bulletSimConfig.Set("BulletEngine", "BulletUnmanaged");
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// bulletSimConfig.Set("BulletEngine", "BulletXNA");
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bulletSimConfig.Set("MeshSculptedPrim", "false");
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bulletSimConfig.Set("ForceSimplePrimMeshing", "true");
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if (paramOverrides != null)
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{
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foreach (KeyValuePair<string, string> kvp in paramOverrides)
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{
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bulletSimConfig.Set(kvp.Key, kvp.Value);
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}
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}
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// If a special directory exists, put detailed logging therein.
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// This allows local testing/debugging without having to worry that the build engine will output logs.
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if (Directory.Exists("physlogs"))
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{
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bulletSimConfig.Set("PhysicsLoggingDir","./physlogs");
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bulletSimConfig.Set("PhysicsLoggingEnabled","True");
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bulletSimConfig.Set("PhysicsLoggingDoFlush","True");
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bulletSimConfig.Set("VehicleLoggingEnabled","True");
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}
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PhysicsPluginManager physicsPluginManager;
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physicsPluginManager = new PhysicsPluginManager();
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physicsPluginManager.LoadPluginsFromAssemblies("Physics");
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Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
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PhysicsScene pScene = physicsPluginManager.GetPhysicsScene(
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"BulletSim", "Meshmerizer", openSimINI, "BSTestRegion", regionExtent);
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BSScene bsScene = pScene as BSScene;
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// Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
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// In the future, add a fake asset fetcher to get meshes and sculpts.
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// bsScene.RequestAssetMethod = ???;
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return bsScene;
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}
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}
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}
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