OpenSimBirds/Flocking/FlockingView.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;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace Flocking
{
public class FlockingView
{
private const float DEG_TO_RAD = 0.01745329238f;
private Scene m_scene;
private UUID m_owner;
private Dictionary<string, SceneObjectGroup> m_sogMap = new Dictionary<string, SceneObjectGroup> ();
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public FlockingView (Scene scene)
{
m_scene = scene;
}
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public void PostInitialize (UUID owner)
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{
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m_owner = owner;
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}
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public void Clear ()
{
//trash everything we have
foreach (string name in m_sogMap.Keys)
{
RemoveSOGFromScene(name);
}
m_sogMap.Clear();
}
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public void Render (List<Boid> boids)
{
foreach (Boid boid in boids) {
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DrawBoid (boid);
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}
}
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private void DrawBoid (Boid boid)
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{
SceneObjectPart existing = m_scene.GetSceneObjectPart (boid.Id);
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SceneObjectGroup sog;
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if (existing == null) {
SceneObjectGroup group = findByName ("boidPrim");
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sog = CopyPrim (group, boid.Id);
m_sogMap [boid.Id] = sog;
m_scene.AddNewSceneObject (sog, false);
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} else {
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sog = existing.ParentGroup;
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}
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Quaternion rotation = CalcRotationToEndpoint (sog, sog.AbsolutePosition, boid.Location);
sog.UpdateGroupRotationPR (boid.Location, rotation);
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}
private static Quaternion CalcRotationToEndpoint (SceneObjectGroup copy, Vector3 sv, Vector3 ev)
{
Vector3 currDirVec = Vector3.UnitX;
float angle = 0f;
copy.GroupRotation.GetAxisAngle (out currDirVec, out angle);
currDirVec.Normalize ();
Vector3 desiredDirVec = Vector3.Subtract (ev, sv);
desiredDirVec.Normalize ();
Quaternion rot = Vector3.RotationBetween (currDirVec, desiredDirVec);
//Quaternion x90 = Quaternion.CreateFromEulers (90f * DEG_TO_RAD, 0f, 0f);
//rot = rot * x90;
return rot;
}
private SceneObjectGroup CopyPrim (SceneObjectGroup prim, string name)
{
SceneObjectGroup copy = prim.Copy (true);
copy.Name = name;
copy.DetachFromBackup ();
return copy;
}
private SceneObjectGroup findByName (string name)
{
SceneObjectGroup retVal = null;
foreach (EntityBase e in m_scene.GetEntities()) {
if (e.Name == name) {
retVal = (SceneObjectGroup)e;
break;
}
}
// can't find it so make a default one
if (retVal == null) {
retVal = MakeDefaultPrim (name);
}
return retVal;
}
private SceneObjectGroup MakeDefaultPrim (string name)
{
PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere ();
shape.Scale = new Vector3 (0.5f, 0.5f, 2.5f);
SceneObjectGroup prim = new SceneObjectGroup (m_owner, new Vector3 (128f, 128f, 25f), shape);
prim.Name = name;
prim.DetachFromBackup ();
m_scene.AddNewSceneObject (prim, false);
return prim;
}
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private void RemoveSOGFromScene(string sogName)
{
SceneObjectGroup sog = m_sogMap[sogName];
m_scene.DeleteSceneObject(sog, false);
}
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}
}