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more source indentation fix
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@@ -41,69 +41,69 @@ using OpenMetaverse;
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namespace OpenSim.Region.PhysicsModule.BulletS.Tests
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{
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// Utility functions for building up and tearing down the sample physics environments
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public static class BulletSimTestsUtil
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{
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// 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA"
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// 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults)
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// May be 'null' if there are no overrides.
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public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides)
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// Utility functions for building up and tearing down the sample physics environments
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public static class BulletSimTestsUtil
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{
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IConfigSource openSimINI = new IniConfigSource();
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IConfig startupConfig = openSimINI.AddConfig("Startup");
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startupConfig.Set("physics", "BulletSim");
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startupConfig.Set("meshing", "Meshmerizer");
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startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps
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IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim");
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// If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged".
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// bulletSimConfig.Set("BulletEngine", "BulletUnmanaged");
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// bulletSimConfig.Set("BulletEngine", "BulletXNA");
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bulletSimConfig.Set("MeshSculptedPrim", "false");
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bulletSimConfig.Set("ForceSimplePrimMeshing", "true");
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if (paramOverrides != null)
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// 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA"
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// 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults)
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// May be 'null' if there are no overrides.
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public static BSScene CreateBasicPhysicsEngine(Dictionary<string, string> paramOverrides)
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{
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foreach (KeyValuePair<string, string> kvp in paramOverrides)
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IConfigSource openSimINI = new IniConfigSource();
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IConfig startupConfig = openSimINI.AddConfig("Startup");
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startupConfig.Set("physics", "BulletSim");
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startupConfig.Set("meshing", "Meshmerizer");
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startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps
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IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim");
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// If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged".
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// bulletSimConfig.Set("BulletEngine", "BulletUnmanaged");
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// bulletSimConfig.Set("BulletEngine", "BulletXNA");
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bulletSimConfig.Set("MeshSculptedPrim", "false");
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bulletSimConfig.Set("ForceSimplePrimMeshing", "true");
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if (paramOverrides != null)
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{
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bulletSimConfig.Set(kvp.Key, kvp.Value);
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foreach (KeyValuePair<string, string> kvp in paramOverrides)
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{
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bulletSimConfig.Set(kvp.Key, kvp.Value);
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}
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}
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// If a special directory exists, put detailed logging therein.
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// This allows local testing/debugging without having to worry that the build engine will output logs.
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if (Directory.Exists("physlogs"))
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{
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bulletSimConfig.Set("PhysicsLoggingDir", "./physlogs");
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bulletSimConfig.Set("PhysicsLoggingEnabled", "True");
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bulletSimConfig.Set("PhysicsLoggingDoFlush", "True");
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bulletSimConfig.Set("VehicleLoggingEnabled", "True");
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}
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Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
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RegionInfo info = new RegionInfo();
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info.RegionName = "BSTestRegion";
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info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize;
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OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info);
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IMesher mesher = new OpenSim.Region.PhysicsModule.Meshing.Meshmerizer();
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INonSharedRegionModule mod = mesher as INonSharedRegionModule;
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mod.Initialise(openSimINI);
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mod.AddRegion(scene);
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mod.RegionLoaded(scene);
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BSScene pScene = new BSScene();
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mod = (pScene as INonSharedRegionModule);
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mod.Initialise(openSimINI);
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mod.AddRegion(scene);
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mod.RegionLoaded(scene);
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// Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
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// In the future, add a fake asset fetcher to get meshes and sculpts.
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// bsScene.RequestAssetMethod = ???;
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return pScene;
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}
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// If a special directory exists, put detailed logging therein.
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// This allows local testing/debugging without having to worry that the build engine will output logs.
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if (Directory.Exists("physlogs"))
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{
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bulletSimConfig.Set("PhysicsLoggingDir","./physlogs");
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bulletSimConfig.Set("PhysicsLoggingEnabled","True");
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bulletSimConfig.Set("PhysicsLoggingDoFlush","True");
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bulletSimConfig.Set("VehicleLoggingEnabled","True");
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}
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Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
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RegionInfo info = new RegionInfo();
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info.RegionName = "BSTestRegion";
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info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize;
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OpenSim.Region.Framework.Scenes.Scene scene = new OpenSim.Region.Framework.Scenes.Scene(info);
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IMesher mesher = new OpenSim.Region.PhysicsModule.Meshing.Meshmerizer();
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INonSharedRegionModule mod = mesher as INonSharedRegionModule;
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mod.Initialise(openSimINI);
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mod.AddRegion(scene);
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mod.RegionLoaded(scene);
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BSScene pScene = new BSScene();
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mod = (pScene as INonSharedRegionModule);
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mod.Initialise(openSimINI);
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mod.AddRegion(scene);
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mod.RegionLoaded(scene);
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// Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
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// In the future, add a fake asset fetcher to get meshes and sculpts.
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// bsScene.RequestAssetMethod = ???;
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return pScene;
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}
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}
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}
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