126 lines
4.0 KiB
C#
126 lines
4.0 KiB
C#
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/*
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* Copyright (c) Contributors, https://github.com/jonc/osboids
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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namespace Flocking
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{
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public class FlockingModel
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{
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private List<Boid> m_flock = new List<Boid>();
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private FlowMap m_flowMap;
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private float m_maxSpeed;
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private float m_maxForce;
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private float m_neighbourDistance;
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private float m_desiredSeparation;
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private float m_tolerance;
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private float m_border;
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private Random m_rnd = new Random(Environment.TickCount);
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public int Size {
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get {return m_flock.Count;}
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set {
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if( value < m_flock.Count ) {
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m_flock.RemoveRange( 0, m_flock.Count - value );
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} else while( value > m_flock.Count ) {
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AddBoid( "boid"+m_flock.Count);
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}
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}
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}
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public FlockingModel( float maxSpeed, float maxForce, float neighbourDistance, float desiredSeparation, float tolerance, float border) {
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m_maxSpeed = maxSpeed;
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m_maxForce = maxForce;
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m_neighbourDistance = neighbourDistance;
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m_desiredSeparation = desiredSeparation;
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m_tolerance = tolerance;
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m_border = border;
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}
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void AddBoid (string name)
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{
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Boid boid = new Boid (name, this, m_flowMap);
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// find an initial random location for this Boid
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// somewhere not within an obstacle
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int xInit = m_rnd.Next(m_flowMap.LengthX);
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int yInit = m_rnd.Next(m_flowMap.LengthY);
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int zInit = m_rnd.Next(m_flowMap.LengthZ);
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while( m_flowMap.IsWithinObstacle( xInit, yInit, zInit ) ){
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xInit = m_rnd.Next(m_flowMap.LengthX);
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yInit = m_rnd.Next(m_flowMap.LengthY);
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zInit = m_rnd.Next(m_flowMap.LengthZ);
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}
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boid.Location = new Vector3 (Convert.ToSingle(xInit), Convert.ToSingle(yInit), Convert.ToSingle(zInit));
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m_flock.Add (boid);
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}
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public float MaxSpeed {
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get {return m_maxSpeed;}
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}
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public float MaxForce {
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get {return m_maxForce;}
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}
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public float NeighbourDistance {
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get {return m_neighbourDistance;}
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}
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public float DesiredSeparation {
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get {return m_desiredSeparation;}
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}
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public float Tolerance {
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get {return m_tolerance;}
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}
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public void Initialise (int num, FlowMap flowMap)
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{
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m_flowMap = flowMap;
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for (int i = 0; i < num; i++) {
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AddBoid ("boid"+i );
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}
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}
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public List<Boid> UpdateFlockPos ()
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{
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foreach (Boid b in m_flock) {
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b.MoveInSceneRelativeToFlock(m_flock); // Passing the entire list of boids to each boid individually
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}
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return m_flock;
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}
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}
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}
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