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; Framework.Scenes.Scene scene = new 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 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); }
// '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; Framework.Scenes.Scene scene = new Framework.Scenes.Scene(info); IMesher mesher = new 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); }