OpenSimBirds/Flocking/FlockingModel.cs

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2011-07-21 21:37:51 +00:00
/*
* 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 Utils = OpenSim.Framework.Util;
namespace Flocking
{
public class FlockingModel
{
private List<Boid> m_flock = new List<Boid>();
private FlowField m_flowField;
private BoidBehaviour m_behaviour;
private Random m_rnd = new Random(Environment.TickCount);
private int m_flockSize;
private Vector3 m_boidSize;
public int Size {
get {return m_flockSize;}
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);
}
}
}
public FlockingModel( BoidBehaviour behaviour ) {
m_behaviour = behaviour;
}
void AddBoid (string name)
{
Boid boid = new Boid (name, m_boidSize, m_behaviour, m_flowField);
// find an initial random location for this Boid
// somewhere not within an obstacle
int xInit = m_rnd.Next(Util.SCENE_SIZE);
int yInit = m_rnd.Next(Util.SCENE_SIZE);
int zInit = m_rnd.Next(Util.SCENE_SIZE);
Vector3 location = new Vector3 (Convert.ToSingle(xInit), Convert.ToSingle(yInit), Convert.ToSingle(zInit));
boid.Location = location + m_flowField.AdjustVelocity(boid, 5f);
m_flock.Add (boid);
}
public void Initialise (int flockSize, Vector3 boidSize, FlowField flowField)
{
m_flowField = flowField;
m_flockSize = flockSize;
m_boidSize = boidSize;
for (int i = 0; i < m_flockSize; i++) {
AddBoid ("boid"+i );
}
}
public List<Boid> GetNeighbours(Boid boid) {
return m_flock.FindAll(delegate(Boid other)
{
return (boid != other) && (Utils.GetDistanceTo (boid.Location, other.Location) < m_behaviour.neighbourDistance);
});
}
public List<Boid> UpdateFlockPos ()
{
m_flock.ForEach( delegate(Boid boid) {
boid.MoveInSceneRelativeToFlock(GetNeighbours(boid));
} );
return m_flock;
}
public override string ToString ()
{
string retVal = "Num Boids: " + m_flockSize + Environment.NewLine
+ m_behaviour.ToString();
return retVal;
}
}
}