Пример #1
0
        public override void Initialise(IMesher meshmerizer, IScene scene)
        {
            Scene = scene;
            mesher = meshmerizer;
            _taintOperations = new List<TaintCallbackEntry>();
            _postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
            _postStepOperations = new List<TaintCallbackEntry>();
            PhysObjects = new Dictionary<uint, BSPhysObject>();
            Shapes = new BSShapeCollection(this);

            // Allocate pinned memory to pass parameters.
            UnmanagedParams = new ConfigurationParameters[1];

            // Set default values for physics parameters plus any overrides from the ini file
            GetInitialParameterValues(scene.Config);

            // Get the connection to the physics engine (could be native or one of many DLLs)
            PE = SelectUnderlyingBulletEngine(BulletEngineName);

            // Enable very detailed logging.
            // By creating an empty logger when not logging, the log message invocation code
            //     can be left in and every call doesn't have to check for null.
            /*if (m_physicsLoggingEnabled)
            {
            PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes);
            PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages.
            }
            else
            {
            PhysicsLogging = new Logging.LogWriter();
            }*/

            // Allocate memory for returning of the updates and collisions from the physics engine
            m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
            m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];

            // The bounding box for the simulated world. The origin is 0,0,0 unless we're
            //    a child in a mega-region.
            // Bullet actually doesn't care about the extents of the simulated
            //    area. It tracks active objects no matter where they are.
            Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);

            World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray);

            Constraints = new BSConstraintCollection(World);

            TerrainManager = new BSTerrainManager(this);
            TerrainManager.CreateInitialGroundPlaneAndTerrain();

            MainConsole.Instance.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);

            InTaintTime = false;
            m_initialized = true;
        }
Пример #2
0
        public override void Dispose()
        {
            // MainConsole.Instance.DebugFormat("{0}: Dispose()", LogHeader);

            // make sure no stepping happens while we're deleting stuff
            m_initialized = false;

            foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
            {
            kvp.Value.Destroy();
            }
            PhysObjects.Clear();

            // Now that the prims are all cleaned up, there should be no constraints left
            if (Constraints != null)
            {
            Constraints.Dispose();
            Constraints = null;
            }

            if (Shapes != null)
            {
            Shapes.Dispose();
            Shapes = null;
            }

            if (TerrainManager != null)
            {
            TerrainManager.ReleaseGroundPlaneAndTerrain();
            TerrainManager.Dispose();
            TerrainManager = null;
            }

            // Anything left in the unmanaged code should be cleaned out
            PE.Shutdown(World);
        }