OpenSimBirds/Modules/BoidsModule/FlockingModel.cs

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