198 lines
5.9 KiB
C#
198 lines
5.9 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 OpenMetaverse;
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using OpenSim.Region.Framework.Scenes;
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namespace Flocking
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{
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public class FlowMap
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{
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private Scene m_scene;
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private float[, ,] m_flowMap;
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private uint regionX;
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private uint regionY;
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private uint regionZ;
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private float regionBorder;
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public FlowMap (Scene scene, int maxHeight, float borderSize)
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{
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m_scene = scene;
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regionX = m_scene.RegionInfo.RegionSizeX;
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regionY = m_scene.RegionInfo.RegionSizeY;
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regionZ = (uint)maxHeight;
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regionBorder = borderSize;
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m_flowMap = new float[regionX, regionY, regionZ];
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}
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public int LengthX {
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get {return (int)regionX;}
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}
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public int LengthY {
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get {return (int)regionY;}
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}
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public int LengthZ {
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get {return (int)regionZ;}
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}
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public int Border {
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get {return (int)regionBorder;}
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}
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public void Initialise() {
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//fill in the boundaries
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for( int x = 0; x < regionX; x++ ) {
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for( int y = 0; y < regionY; y++ ) {
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m_flowMap[x,y,0] = 100f;
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m_flowMap[x,y, regionZ-1] = 100f;
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}
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}
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for( int x = 0; x < regionX; x++ ) {
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for( int z = 0; z < regionZ; z++ ) {
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m_flowMap[x,0,z] = 100f;
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m_flowMap[x,regionY-1,z] = 100f;
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}
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}
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for( int y = 0; y < regionY; y++ ) {
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for( int z = 0; z < regionZ; z++ ) {
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m_flowMap[0,y,z] = 100f;
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m_flowMap[regionX-1,y,z] = 100f;
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}
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}
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//fill in the terrain
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for( int x = 0; x < regionX; x++ ) {
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for( int y = 0; y < regionY; y++ ) {
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int zMax = Convert.ToInt32(m_scene.GetGroundHeight( x, y ));
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for( int z = 1; z < zMax; z++ ) {
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m_flowMap[x,y,z] = 100f;
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}
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}
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}
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// fill in the things
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foreach( EntityBase entity in m_scene.GetEntities() ) {
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if( entity is SceneObjectGroup ) {
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SceneObjectGroup sog = (SceneObjectGroup)entity;
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//todo: ignore phantom
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float fmaxX, fminX, fmaxY, fminY, fmaxZ, fminZ;
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int maxX, minX, maxY, minY, maxZ, minZ;
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sog.GetAxisAlignedBoundingBoxRaw( out fminX, out fmaxX, out fminY, out fmaxY, out fminZ, out fmaxZ );
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minX = Convert.ToInt32(fminX);
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maxX = Convert.ToInt32(fmaxX);
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minY = Convert.ToInt32(fminY);
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maxY = Convert.ToInt32(fmaxX);
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minZ = Convert.ToInt32(fminZ);
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maxZ = Convert.ToInt32(fmaxZ);
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for( int x = minX; x < maxX; x++ ) {
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for( int y = minY; y < maxY; y++ ) {
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for( int z = minZ; z < maxZ; z++ ) {
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m_flowMap[x,y,z] = 100f;
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}
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}
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}
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}
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}
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}
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public bool WouldHitObstacle (Vector3 currPos, Vector3 targetPos)
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{
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bool retVal = false;
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//fail fast
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if( IsOutOfBounds(targetPos) ) {
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retVal = true;
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} else if( IsWithinObstacle(targetPos) ) {
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retVal = true;
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} else if( IntersectsObstacle (currPos, targetPos) ) {
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retVal = true;
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}
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return retVal;
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}
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public bool IsOutOfBounds(Vector3 targetPos) {
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bool retVal = false;
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if( targetPos.X < regionBorder ||
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targetPos.X > regionX - regionBorder ||
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targetPos.Y < regionBorder ||
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targetPos.Y > regionY - regionBorder ||
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targetPos.Z < regionBorder ||
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targetPos.Z > regionZ - regionBorder ) {
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retVal = true;
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}
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return retVal;
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}
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public bool IntersectsObstacle (Vector3 currPos, Vector3 targetPos)
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{
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bool retVal = false;
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// Ray trace the Vector and fail as soon as we hit something
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Vector3 direction = targetPos - currPos;
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float length = direction.Length();
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// check every metre
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for( float i = 1f; i < length; i += 1f ) {
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Vector3 rayPos = currPos + ( direction * i );
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//give up if we go OOB on this ray
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if( IsOutOfBounds( rayPos ) ){
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retVal = true;
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break;
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}
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else if( IsWithinObstacle( rayPos ) ) {
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retVal = true;
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break;
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}
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}
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return retVal;
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}
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public bool IsWithinObstacle( Vector3 targetPos ) {
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return IsWithinObstacle(Convert.ToInt32(targetPos.X), Convert.ToInt32(targetPos.Y),Convert.ToInt32(targetPos.Z));
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}
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public bool IsWithinObstacle( int x, int y, int z ) {
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bool retVal = false;
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if( x >= LengthX || y >= LengthY || z >= LengthZ ) {
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retVal = true;
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} else if( x < 0 || y < 0 || z < 0 ) {
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retVal = true;
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} else if (m_flowMap[x,y,z] > 50f) {
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retVal = true;
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}
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return retVal;
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}
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}
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}
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