public void WindConfig(OpenSim.Region.Framework.Scenes.Scene scene, Nini.Config.IConfig windConfig) { _scene = scene; // Default to ground turbulence for (int y = 0; y < 16; y++) { for (int x = 0; x < 16; x++) { m_options[y * 16 + x] = WindConstants.WindSpeedTurbulence; } } if (windConfig != null) { // Uses strength value if avg_strength not specified m_avgWindStrength = windConfig.GetFloat("strength", 5.0F); m_avgWindStrength = windConfig.GetFloat("avg_strength", 5.0F); m_avgWindDirection = windConfig.GetFloat("avg_direction", 0.0F); m_varWindStrength = windConfig.GetFloat("var_strength", 5.0F); m_varWindDirection = windConfig.GetFloat("var_direction", 30.0F); m_rateChangeAloft = windConfig.GetFloat("rate_change_aloft", 1.0f); m_rateChangeFlutter = windConfig.GetFloat("rate_change_flutter", 64.0f); LogSettings(); } }
public void RemoveRegion(OpenSim.Region.Framework.Scenes.Scene scene) { if (scene.RequestModuleInterface <IGroupsServicesConnector>() == this) { scene.UnregisterModuleInterface <IGroupsServicesConnector>(this); } }
public void RegionLoaded(OpenSim.Region.Framework.Scenes.Scene scene) { GroupsConnector = Aurora.DataManager.DataManager.RequestPlugin <IGroupsServiceConnector>(); if (GroupsConnector == null) { m_log.Warn("[AURORA-GROUPS-CONNECTOR]: GroupsConnector is null"); m_connectorEnabled = false; } }
public void WindConfig(OpenSim.Region.Framework.Scenes.Scene scene, Nini.Config.IConfig windConfig) { if (windConfig != null) { if (windConfig.Contains("strength")) { m_strength = windConfig.GetFloat("strength", 1.0F); } } }
public void AddRegion(OpenSim.Region.Framework.Scenes.Scene scene) { if (m_connectorEnabled) { if (m_accountService == null) { m_accountService = scene.UserAccountService; } scene.RegisterModuleInterface <IGroupsServicesConnector>(this); } }
public void WindConfig(OpenSim.Region.Framework.Scenes.Scene scene, Nini.Config.IConfig windConfig) { if (windConfig != null) { // Uses strength value if avg_strength not specified m_avgStrength = windConfig.GetFloat("strength", 5.0F); m_avgStrength = windConfig.GetFloat("avg_strength", 5.0F); m_avgDirection = windConfig.GetFloat("avg_direction", 0.0F); m_varStrength = windConfig.GetFloat("var_strength", 5.0F); m_varDirection = windConfig.GetFloat("var_direction", 30.0F); m_rateChange = windConfig.GetFloat("rate_change", 1.0F); LogSettings(); } }
public void Initialize() { IConfigSource openSimINI = new IniConfigSource(); IConfig startupConfig = openSimINI.AddConfig("Startup"); startupConfig.Set("physics", "OpenDynamicsEngine"); startupConfig.Set("DecodedSculptMapPath", "j2kDecodeCache"); Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); //PhysicsScene pScene = physicsPluginManager.GetPhysicsScene( // "BulletSim", "Meshmerizer", openSimINI, "BSTestRegion", regionExtent); RegionInfo info = new RegionInfo(); info.RegionName = "ODETestRegion"; info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize; OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info); //IMesher mesher = new OpenSim.Region.PhysicsModule.Meshing.Meshmerizer(); //INonSharedRegionModule mod = mesher as INonSharedRegionModule; //mod.Initialise(openSimINI); //mod.AddRegion(scene); //mod.RegionLoaded(scene); // pScene = new OdeScene(); odemodule = new OpenSim.Region.PhysicsModule.ODE.OdeModule(); Console.WriteLine("HERE " + (odemodule == null ? "Null" : "Not null")); odemodule.Initialise(openSimINI); odemodule.AddRegion(scene); odemodule.RegionLoaded(scene); // Loading ODEPlugin //cbt = new OdePlugin(); // Getting Physics Scene //ps = cbt.GetScene("test"); // Initializing Physics Scene. //ps.Initialise(imp.GetMesher(TopConfig), null, Vector3.Zero); float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize]; for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++) { _heightmap[i] = 21f; } pScene = scene.PhysicsScene; pScene.SetTerrain(_heightmap); }
public void WindConfig(OpenSim.Region.Framework.Scenes.Scene scene, Nini.Config.IConfig windConfig) { if (windConfig != null) { if (windConfig.Contains("strength")) { m_strength = windConfig.GetFloat("strength", 1.0f); } if (windConfig.Contains("damping")) { m_damping_rate = windConfig.GetFloat("damping", 0); if (m_damping_rate > 1.0f) { m_damping_rate = 1.0f; } } if (windConfig.Contains("force")) { m_init_force = windConfig.GetInt("force", 0); if (m_init_force < 0 || m_init_force > 2) { m_init_force = 0; } } // if (windConfig.Contains("region")) { m_region_size = windConfig.GetInt("region", 256); m_region_size = (((int)Math.Abs(m_region_size) + 255) / 256) * 256; if (m_region_size == 0) { m_region_size = 256; } } if (scene != null) { m_region_size = (int)scene.RegionInfo.RegionSizeX; } } }
public void RegionLoaded(OpenSim.Region.Framework.Scenes.Scene scene) { // TODO: May want to consider listenning for Agent Connections so we can pre-cache group info // scene.EventManager.OnNewClient += OnNewClient; }
public void AddRegion(OpenSim.Region.Framework.Scenes.Scene scene) { scene.EventManager.OnNewClient += OnNewClient; m_scene = scene; }
public void WindConfig(OpenSim.Region.Framework.Scenes.Scene scene, Nini.Config.IConfig windConfig) { _scene = scene; // Default to ground turbulence for (int y = 0; y < 16; y++) { for (int x = 0; x < 16; x++) { m_options[y * 16 + x] = WindConstants.WindSpeedTurbulence; } } if (windConfig != null) { // Uses strength value if avg_strength not specified m_avgWindStrength = windConfig.GetFloat("strength", 5.0F); m_avgWindStrength = windConfig.GetFloat("avg_strength", 5.0F); m_avgWindDirection = windConfig.GetFloat("avg_direction", 0.0F); m_varWindStrength = windConfig.GetFloat("var_strength", 5.0F); m_varWindDirection = windConfig.GetFloat("var_direction", 30.0F); m_rateChangeAloft = windConfig.GetFloat("rate_change_aloft", 1.0f); m_rateChangeFlutter = windConfig.GetFloat("rate_change_flutter", 64.0f); LogSettings(); } }
// '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"); } Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); RegionInfo info = new RegionInfo(); info.RegionName = "BSTestRegion"; info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize; OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info); IMesher mesher = new OpenSim.Region.PhysicsModule.Meshing.Meshmerizer(); INonSharedRegionModule mod = mesher as INonSharedRegionModule; mod.Initialise(openSimINI); mod.AddRegion(scene); mod.RegionLoaded(scene); BSScene pScene = new BSScene(); mod = (pScene as INonSharedRegionModule); mod.Initialise(openSimINI); mod.AddRegion(scene); mod.RegionLoaded(scene); // 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(pScene); }
public void RegionLoaded(OpenSim.Region.Framework.Scenes.Scene scene) { }
public void RemoveRegion(OpenSim.Region.Framework.Scenes.Scene scene) { }
public void AddRegion(OpenSim.Region.Framework.Scenes.Scene scene) { scene.EventManager.OnNewClient += OnNewClient; m_scene = scene; }
// '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"); } Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); RegionInfo info = new RegionInfo(); info.RegionName = "BSTestRegion"; info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize; OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info); IMesher mesher = new OpenSim.Region.PhysicsModules.Meshing.Meshmerizer(); INonSharedRegionModule mod = mesher as INonSharedRegionModule; mod.Initialise(openSimINI); mod.AddRegion(scene); mod.RegionLoaded(scene); BSScene pScene = new BSScene(); mod = (pScene as INonSharedRegionModule); mod.Initialise(openSimINI); mod.AddRegion(scene); mod.RegionLoaded(scene); // 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 pScene; }