/* * 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.PhysicsModules.SharedBase; using OpenSim.Region.PhysicsModules.Meshing; using OpenMetaverse; namespace OpenSim.Region.PhysicsModule.BulletS.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 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 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; } } }