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 * See CONTRIBUTORS.TXT for a full list of copyright holders.
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 * modification, are permitted provided that the following conditions are met:
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 *       notice, this list of conditions and the following disclaimer.
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 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
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 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
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 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.IO;
using System.Collections.Generic;
using System.Text;

using Nini.Config;

using OpenSim.Framework;
using OpenSim.Region.PhysicsModules.SharedBase;
using OpenSim.Region.PhysicsModule.Meshing;
using OpenSim.Region.Framework.Interfaces;

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)
        {
            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;
            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;
        }

    }
}
