2014-12-31 18:50:48 +00:00
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INonSharedRegion Module - ability to control flocks of prims within an OpenSim scene.
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2015-01-06 12:49:08 +00:00
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To build from source:
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2011-07-13 22:46:09 +00:00
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2014-12-24 16:29:19 +00:00
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Add OpenSimBirds source tree under opensim/addon-modules
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2011-07-13 22:46:09 +00:00
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2015-01-06 12:49:08 +00:00
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e.g.
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cd ~/opensim/addon-modules
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git clone https://github.com/JakDaniels/OpenSimBirds.git
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2011-07-13 22:46:09 +00:00
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./runprebuild.sh against opensim root to build this module into the solution
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2014-12-31 18:50:48 +00:00
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then xbuild, or build within Visual Studio / Monodevelop to produce the binaries.
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2015-06-01 12:16:15 +00:00
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2015-10-16 14:41:42 +00:00
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OpenSimBirds does not need a config in order to run, but without one it will not persist your bird flock settings from one
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region restart to another!
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The settings go in an .ini file in bin/addon-modules/OpenSimBirds/config/ *or* in your existing Regions.ini
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2011-07-13 22:46:09 +00:00
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2014-12-24 16:29:19 +00:00
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OpenSimBirds has no external dependencies other than the dlls currently included in opensim.
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2014-12-31 21:13:16 +00:00
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The project generates a single dll - OpenSimBirds.Module.dll which is copied into opensim/bin as part of the build step
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2011-07-13 22:46:09 +00:00
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2015-01-06 12:49:08 +00:00
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Configuration:
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2011-07-13 22:46:09 +00:00
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2015-10-16 14:41:42 +00:00
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If you have the module added to or compiled with your OpenSim build then it will run a instance of itself once per region.
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By default it will configure itself to some sensible defaults and will sit quietly in the background waiting for commands
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from the console, or from in-world. It will not enable itself (i.e. rez some birds) until commanded to do so, or
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configured to do so in the .ini file. It is possible to completely stop the module from doing anything (including
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listening for commands), but you must have a particular setting in the .ini file for that region (see below) - in other
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words, you must have a config for it!
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2015-10-16 14:49:36 +00:00
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To become active, the module needs to be enabled in the ini file or commanded to do so from inworld or the console.
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2015-10-16 14:41:42 +00:00
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Otherwise it does nothing on startup except listen for commands. If you are running multiple regions on one simulator you
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can have different Birds settings per region in the configuration file, in the exact same way you can customize per Region
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setting in Regions.ini
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2011-07-13 22:46:09 +00:00
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2015-06-01 12:16:15 +00:00
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The configuration for this module can be placed in one of two places:
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2011-07-13 22:46:09 +00:00
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2015-06-01 12:19:10 +00:00
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Option 1:
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2015-06-01 12:17:54 +00:00
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bin/addon-modules/OpenSimBirds/config/OpenSimBirds.ini
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2011-07-13 22:46:09 +00:00
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2015-06-01 12:16:15 +00:00
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This follows the similar format as a Regions.ini file, where you specify setting for
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2014-12-31 18:50:48 +00:00
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each region using the [Region Name] section heading. There is an example .ini file
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provided which should be edited and copied to the correct place above.
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2014-12-24 16:29:19 +00:00
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2015-06-01 12:19:10 +00:00
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Option 2:
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2015-06-01 12:17:54 +00:00
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bin/Regions/Regions.ini
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2015-06-01 12:16:15 +00:00
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Add config parameters to the existing Regions.ini file under the appropriate region name heading.
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The file is usually in the above location, but this could have been changed in OpenSim.ini via the
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'regionload_regionsdir' parameter in the [Startup] section of OpenSim.ini
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2014-12-24 16:29:19 +00:00
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Here is an example config:
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2015-01-03 21:34:16 +00:00
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;; Set the Birds settings per named region
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2014-12-24 16:29:19 +00:00
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[Test Region 1]
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2015-10-16 14:41:42 +00:00
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2015-10-16 14:49:36 +00:00
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BirdsModuleStartup = True ;this is the default and determines whether the module does anything
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BirdsEnabled = True ;set to false to disable the birds from appearing in this region
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BirdsFlockSize = 50 ;the number of birds to flock
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BirdsMaxFlockSize = 100 ;the maximum flock size that can be created (keeps things sane)
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BirdsMaxSpeed = 3 ;how far each bird can travel per update
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BirdsMaxForce = 0.25 ;the maximum acceleration allowed to the current velocity of the bird
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BirdsNeighbourDistance = 25 ;max distance for other birds to be considered in the same flock as us
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BirdsDesiredSeparation = 20 ;how far away from other birds we would like to stay
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BirdsTolerance = 5 ;how close to the edges of things can we get without being worried
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BirdsBorderSize = 5 ;how close to the edge of a region can we get?
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BirdsMaxHeight = 256 ;how high are we allowed to flock
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BirdsUpdateEveryNFrames = 1 ;update bird positions every N simulator frames
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BirdsPrim = SeaGull1 ;By default the module will create a flock of plain wooden spheres,
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;however this can be overridden to the name of an existing prim that
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;needs to already exist in the scene - i.e. be rezzed in the region.
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2011-07-13 22:46:09 +00:00
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2015-10-17 10:51:10 +00:00
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;who is allowed to send commands via chat or script: list of UUIDs or ESTATE_OWNER or ESTATE_MANAGER
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;or everyone if not specified
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BirdsAllowedControllers = ESTATE_OWNER, ESTATE_MANAGER, 12345678-1234-1234-1234-123456789abc
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2011-07-13 22:46:09 +00:00
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Various runtime commands control the flocking module behaviour - described below. These can either be invoked
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2015-01-03 21:34:16 +00:00
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from the Console or in world by directing them to a chat channel either from the client's Local Chat or via a script.
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You can specify which channel to use in the .ini:
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2011-07-13 22:46:09 +00:00
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2015-10-16 14:49:36 +00:00
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BirdsChatChannel = 118 ;the chat channel to listen for Bird commands on
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2011-07-13 22:46:09 +00:00
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2015-01-06 12:49:08 +00:00
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Runtime Commands:
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2011-07-13 22:46:09 +00:00
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2015-01-03 21:34:16 +00:00
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The following commands, which can be issued on the Console or via in-world chat or scripted chat on the BirdsChatChannel
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to control the birds at runtime:
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birds-stop or /118 stop ;stop all birds flocking
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birds-start or /118 start ;start all birds flocking
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2015-10-16 14:41:42 +00:00
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birds-enable or /118 enable ;enable the flocking simulation if disabled and rez new birds
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2015-01-03 21:34:16 +00:00
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birds-disable or /118 disable ;stop all birds and remove them from the scene
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birds-prim <name> or /118 prim <name> ;change the bird prim to a prim already rezzed in the scene
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2015-01-04 14:28:44 +00:00
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birds-stats or /118 stats ;show all the parameters and list the bird prim names and uuids
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2015-01-03 21:34:16 +00:00
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birds-framerate <num> or /118 framerate <num> ;only update the flock positions every <num> frames
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;only really useful for photography and debugging bird
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;behaviour
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These commands are great for playing with the flock dynamics in real time:
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birds-size <num> or /118 size <num> ;change the size of the flock
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birds-speed <num> or /118 speed <num> ;change the maximum velocity each bird may achieve
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birds-force <num> or /118 force <num> ;change the maximum force each bird may accelerate
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birds-distance <num> or /118 distance <num> ;change the maximum distance that other birds are to be considered in the same flock as us
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birds-separation <num> or /118 separation <num> ;sets how far away from other birds we would like to stay
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birds-tolerance <num> or /118 tolerance <num> ;sets how close to the edges of things can we get without being worried
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Of course if distance is less than separation then the birds will never flock. The other way around and they will always
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eventually form one or more flocks.
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2011-07-13 22:46:09 +00:00
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2015-10-17 10:51:10 +00:00
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Security:
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By default anyone can send commands to the module from within a script or via the in-world chat on the 'BirdsChatChannel' channel.
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You should use a high negative value for channel if you want to allow script access, but not in-world chat. Further you can restrict
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which users are allowed to control the module using the 'BirdsAllowedControllers' setting. This is a comma separated list of user UUIDs,
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but it may also contain one of the pre-defined constants ESTATE_OWNER (evaluates to the UUID of the estate owner) and ESTATE_MANAGER
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(evaluates to a list of estate manager UUIDS).
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2015-01-06 12:49:08 +00:00
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Bird prims:
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2011-07-13 22:46:09 +00:00
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2014-12-24 16:29:19 +00:00
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Any currently rezzed in-scene-object can be used as the bird prim. However fps is very much affected by the
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2011-07-13 22:46:09 +00:00
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complexity of the entity to use. It is easier to throw a single prim (or sculpty) around the scene than it is to
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throw the constituent parts of a 200 linked prim dragon.
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Tests show that <= 500 single prims can be flocked effectively - depending on system and network
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However maybe <= 300 simple linksets can perform as well.
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2015-01-02 15:28:10 +00:00
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Network Traffic:
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I tested the amount of network traffic generated by bird updates. 20 birds (each with 4 linked prims) takes up about 300kbps
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in network position updates. 50 of the same birds generates about 750kbps traffic.
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Each bird uses roughly 15kbps of network traffic. This is all measured using an update framerate of 1, i.e. birds' position
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is updated every simulator frame.
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2015-01-06 12:49:08 +00:00
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Statistics:
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2015-01-06 12:51:14 +00:00
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The stats command in-world or via script returns data to BirdsChatChannel. The console command returns stats to the console.
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All the the modules parameters are returned including a list of the active bird prims currently rezzed in the region,
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and the UUIDs of those prims' root prim. Also included is a list of any avatar UUIDs that may be sitting on those prims. Here
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is an example output:
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birds-started = False
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birds-enabled = True
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birds-prim = SeaGull1
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birds-framerate = 1
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birds-maxsize = 100
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birds-size = 20
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birds-speed = 1.5
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birds-force = 0.2
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birds-distance = 25
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birds-separation = 10
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birds-tolerance = 5
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birds-border = 5
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birds-prim0 = OpenSimBirds0 : 01abef79-7fb2-4c8d-831e-62ce1ce878f1 :
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birds-prim1 = OpenSimBirds1 : af85996d-af4d-4dda-bc89-721c51e09d0c :
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birds-prim2 = OpenSimBirds2 : ca766390-1877-4b19-a29e-4590cf40aece :
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birds-prim3 = OpenSimBirds3 : 6694bfa9-8e7f-4ac5-b336-ad13e5cfced2 :
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birds-prim4 = OpenSimBirds4 : 1c6b152d-dcca-4fef-8979-b7ccc8139e1e :
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birds-prim5 = OpenSimBirds5 : 08bba2cc-d427-4855-a7f0-57aa55109707 :
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birds-prim6 = OpenSimBirds6 : bbeb8b6d-28d8-41a9-b8ce-dab3173bd454 :
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birds-prim7 = OpenSimBirds7 : 45c73475-1f0f-487f-ac9f-87d30d0315e8 :
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birds-prim8 = OpenSimBirds8 : d5891cc8-c196-4b05-82ef-3c7d0f703963 :
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birds-prim9 = OpenSimBirds9 : 557b61e1-5fd6-4878-980e-e93cabcc078f :
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birds-prim10 = OpenSimBirds10 : 7ff2c02d-d73c-4e49-a4e9-84b652dc70a9 :
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birds-prim11 = OpenSimBirds11 : c2b0820c-ba20-4318-a0e8-ec6ad521f524 :
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birds-prim12 = OpenSimBirds12 : e8e87309-7a47-4983-89a1-4bb11d05a40c :
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birds-prim13 = OpenSimBirds13 : a351e0e3-ae99-48b8-877d-65156f437b33 :
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birds-prim14 = OpenSimBirds14 : 150f1c3b-e9d9-4cda-9e03-69fb5286e436 :
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birds-prim15 = OpenSimBirds15 : ebf63de1-d419-45d0-8eee-3db14295e401 :
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birds-prim16 = OpenSimBirds16 : faad97af-4ee6-425c-b221-99ef53650e93 :
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birds-prim17 = OpenSimBirds17 : d75ba544-bbc2-4f5a-9d7e-00e21ed6f191 :
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birds-prim18 = OpenSimBirds18 : b91e42cb-ae5b-4f03-bf6e-dc03d52858b7 : 19cc284d-11c6-4ee7-a8de-f69788d08434
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birds-prim19 = OpenSimBirds19 : 44aa3e14-56bc-43dd-afbd-7348c5dfe3a5 :
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In the above example, there is one avatar sitting on bird-prim18. For more than one avatar the UUID list will be separated by spaces.
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Please Note:
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2011-07-13 22:46:09 +00:00
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2014-12-31 18:50:48 +00:00
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This module is currently only tested against opensim master.
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2011-07-08 17:57:07 +00:00
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Licence: all files released under a BSD licence
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2014-12-24 16:29:19 +00:00
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If you have any question please contact Jak Daniels, jak@ateb.co.uk
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2015-06-01 12:21:51 +00:00
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If you do fork or modify this project for the better, please let me know!! I would be interested to incorporate any enhancements you may make.
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