// '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); }
// '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; }