FYI this has now been merged with master. There aren't any
configuration, behavioral or API changes; just one single mechanism of
associating features to scenes, rather than many ad-hoc ones. This is
what the architecture looks like at the moment:
http://imagebin.ca/v/2EWADWZSja5w
On 8/31/2015 6:08 PM, Diva Canto wrote:
FYI there's now a branch called physmodules that has this work.We'll
have it under testing for some more time, and if no major issues
arise, we'll merge it.
Essentially, all new server-side physics should now be provided as a
region module (INonSharedRegionModule) that also extends PhysicsScene.
See all OpenSim.Region.PhysicsModule.* sub-projects for how to do it.
As region modules, the corresponding dlls need the mono addin
declarations usually placed in AssemblyInfo.cs.
On 8/16/2015 6:44 PM, Diva Canto wrote:
We had this conversation today in the IRC about the several plugin
mechanisms currently being used by assorted parts of OpenSim. A
couple of years ago, we made a big push towards the [new] Region
Modules mechanism, and that placed about 95% of simulator plugins in
that bandwagon. However, a couple of them are still using their own
raw "pluginning," and that makes them hard to (1) explain and (2)
distribute as 3rd party packages. They were left behind.
One of them is Physics, the other is the client implementations. I
would like to propose that we move these last 2 renegades to the
Region Module plugin mechanism, so to reduce entropy and to make them
easier to package. From our conversation, moving the Physics plugins
to region modules is peaceful. I haven't looked at the client dll
yet, but I've been told that people experimenting with other client
protocols are using region modules anyway.
This affects the MOSES group developing the PhysX plugin, but it
should be straightforward to adjust and it has advantages. Once we
move the existing physics plugins to this new mechanism, you should
be able to do exactly the same to yours -- the changes aren't that
big, and it doesn't affect the Physics interface at all; it's just
the way of connecting the physics implementation to the interface.
Plus it will make it somewhat easier for you to make your physics
plugin available for external testers at intermediate (early) times,
if you want.
Any objections?
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