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