OpenSimBirds/Flocking/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;
using Utils = OpenSim.Framework.Util;
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namespace Flocking
{
public class FlockingModel
{
private List<Boid> m_flock = new List<Boid>();
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private FlowField m_flowField;
private FlockParameters m_parameters;
private Random m_rnd = new Random(Environment.TickCount);
private int m_size;
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public int Size {
get {return m_size;}
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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( FlockParameters parameters ) {
m_parameters = parameters;
}
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void AddBoid (string name)
{
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Boid boid = new Boid (name, this, m_flowField);
// find an initial random location for this Boid
// somewhere not within an obstacle
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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(location, Vector3.UnitZ, 5f);
m_flock.Add (boid);
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}
public float MaxSpeed {
get {return m_parameters.maxSpeed;}
}
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public float MaxForce {
get {return m_parameters.maxForce;}
}
public float NeighbourDistance {
get {return m_parameters.neighbourDistance;}
}
public float DesiredSeparation {
get {return m_parameters.desiredSeparation;}
}
public float Tolerance {
get {return m_parameters.tolerance;}
}
public float SeparationWeighting {
get{ return m_parameters.separationWeighting; }
}
public float AlignmentWeighting {
get{ return m_parameters.alignmentWeighting; }
}
public float CohesionWeighting {
get{ return m_parameters.cohesionWeighting; }
}
public float LookaheadDistance {
get { return m_parameters.lookaheadDistance; }
}
public void Initialise (int size, FlowField flowField)
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{
m_flowField = flowField;
m_size = size;
for (int i = 0; i < m_size; i++) {
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AddBoid ("boid"+i );
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}
}
public List<Boid> GetNeighbours(Boid boid) {
return m_flock.FindAll(delegate(Boid other)
{
return (boid != other) && (Utils.GetDistanceTo (boid.Location, other.Location) < m_parameters.neighbourDistance);
});
}
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public List<Boid> UpdateFlockPos ()
{
m_flock.ForEach( delegate(Boid boid) {
boid.MoveInSceneRelativeToFlock();
} );
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return m_flock;
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}
}
}