156 lines
4.0 KiB
C#
156 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.Timers;
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using System.Collections.Generic;
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using OpenMetaverse;
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using System.IO;
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using Nini.Config;
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using System.Threading;
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using log4net;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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namespace Flocking
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{
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public class FlockingModule : INonSharedRegionModule
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{
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private static readonly ILog m_log = LogManager.GetLogger (System.Reflection.MethodBase.GetCurrentMethod ().DeclaringType);
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private Scene m_scene;
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private FlockingModel m_model;
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private FlockingView m_view;
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private bool m_enabled = false;
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private bool m_ready = false;
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private uint m_frame = 0;
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private int m_frameUpdateRate = 1;
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#region IRegionModule Members
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public void Initialise (IConfigSource source)
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{
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//TODO: check if we are in the ini files
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//TODO: if so get some physical constants out of them and pass into the model
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m_enabled = true;
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}
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public void AddRegion (Scene scene)
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{
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m_log.Info("ADDING FLOCKING");
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m_scene = scene;
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if (m_enabled) {
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m_scene.EventManager.OnFrame += FlockUpdate;
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m_model = new FlockingModel();
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m_view = new FlockingView (m_scene);
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m_scene.AddCommand (this, "flocking", "I haz got a Flocking Module", "wotever" , null);
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}
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}
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public void RegionLoaded (Scene scene)
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{
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if (m_enabled) {
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// Generate initial flock values
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m_model.Initialise( 200, 255, 255, 255);
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m_view.PostInitialize();
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// Mark Module Ready for duty
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m_ready = true;
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}
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}
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public void RemoveRegion (Scene scene)
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{
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if (m_enabled) {
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m_scene.EventManager.OnFrame -= FlockUpdate;
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}
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}
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public string Name {
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get { return "FlockingModule"; }
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}
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public bool IsSharedModule {
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get { return false; }
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}
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#endregion
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#region EventHandlers
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public void FlockUpdate()
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{
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if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready)
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{
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return;
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}
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//m_log.InfoFormat("update my boids");
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// work out where everyone has moved to
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// and tell the scene to render the new positions
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List<Boid> boids = m_model.UpdateFlockPos();
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m_view.Render(boids);
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}
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#endregion
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#region IRegionModuleBase Members
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public void Close ()
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{
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}
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public Type ReplaceableInterface {
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get { return null; }
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}
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#endregion
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}
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}
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