more source indentation fix

This commit is contained in:
UbitUmarov
2022-03-14 18:50:53 +00:00
parent 3631018a7e
commit 3dcb77c7b7
5 changed files with 320 additions and 328 deletions

View File

@@ -41,69 +41,69 @@ 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<string,string> paramOverrides)
// Utility functions for building up and tearing down the sample physics environments
public static class BulletSimTestsUtil
{
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)
// '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)
{
foreach (KeyValuePair<string, string> kvp in 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)
{
bulletSimConfig.Set(kvp.Key, kvp.Value);
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;
}
// 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;
}
}
}