basic controller structure added

stable0711
Jon Cundill 2011-07-09 11:11:19 +01:00
parent 7f38d0537e
commit 57717a3a79
4 changed files with 174 additions and 21 deletions

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@ -34,6 +34,9 @@ namespace Flocking
{ {
private List<Boid> flock = new List<Boid>(); private List<Boid> flock = new List<Boid>();
public int Size {
get {return flock.Count;}
}
public void Initialise (int num, int xRange, int yRange, int zRange) public void Initialise (int num, int xRange, int yRange, int zRange)
{ {

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@ -56,6 +56,11 @@ namespace Flocking
private uint m_frame = 0; private uint m_frame = 0;
private int m_frameUpdateRate = 1; private int m_frameUpdateRate = 1;
private int m_chatChannel = 118;
private string m_boidPrim;
private UUID m_owner;
#region IRegionModule Members #region IRegionModule Members
@ -64,9 +69,16 @@ namespace Flocking
public void Initialise (IConfigSource source) public void Initialise (IConfigSource source)
{ {
//TODO: check if we are in the ini files //check if we are in the ini files
//TODO: if so get some physical constants out of them and pass into the model //if so get some physical constants out of them and pass into the model
m_enabled = true; IConfig config = source.Configs["Boids"];
if (config != null) {
m_chatChannel = config.GetInt( "chat-channel", 118 );
m_boidPrim = config.GetString( "boid-prim", "boidPrim" );
// we're in the config - so turn on this module
m_enabled = true;
}
} }
public void AddRegion (Scene scene) public void AddRegion (Scene scene)
@ -74,12 +86,16 @@ namespace Flocking
m_log.Info("ADDING FLOCKING"); m_log.Info("ADDING FLOCKING");
m_scene = scene; m_scene = scene;
if (m_enabled) { if (m_enabled) {
//register commands
RegisterCommands();
//register handlers
m_scene.EventManager.OnFrame += FlockUpdate; m_scene.EventManager.OnFrame += FlockUpdate;
m_scene.EventManager.OnChatFromClient += SimChatSent; //listen for commands sent from the client
// init module
m_model = new FlockingModel(); m_model = new FlockingModel();
m_view = new FlockingView (m_scene); m_view = new FlockingView (m_scene);
m_scene.AddCommand (this, "flocking", "I haz got a Flocking Module", "wotever" , null);
} }
} }
@ -88,7 +104,10 @@ namespace Flocking
if (m_enabled) { if (m_enabled) {
// Generate initial flock values // Generate initial flock values
m_model.Initialise( 200, 255, 255, 255); m_model.Initialise( 200, 255, 255, 255);
m_view.PostInitialize();
// who is the owner for the flock in this region
m_owner = m_scene.RegionInfo.EstateSettings.EstateOwner;
m_view.PostInitialize(m_owner);
// Mark Module Ready for duty // Mark Module Ready for duty
m_ready = true; m_ready = true;
@ -99,6 +118,7 @@ namespace Flocking
{ {
if (m_enabled) { if (m_enabled) {
m_scene.EventManager.OnFrame -= FlockUpdate; m_scene.EventManager.OnFrame -= FlockUpdate;
m_scene.EventManager.OnChatFromClient -= SimChatSent;
} }
} }
@ -117,7 +137,7 @@ namespace Flocking
public void FlockUpdate() public void FlockUpdate()
{ {
if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready) if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready || !m_enabled)
{ {
return; return;
} }
@ -129,10 +149,126 @@ namespace Flocking
List<Boid> boids = m_model.UpdateFlockPos(); List<Boid> boids = m_model.UpdateFlockPos();
m_view.Render(boids); m_view.Render(boids);
} }
protected void SimChatSent (Object x, OSChatMessage msg)
{
m_log.Info("got msg");
if (m_scene.ConsoleScene () != m_scene)
return; // not for us
m_log.Info("got channel" + msg.Channel);
if (msg.Channel != m_chatChannel)
return; // not for us
// try and parse a valid cmd from this msg
string cmd = msg.Message.ToLower ();
m_log.Info("got cmd " + cmd);
//stick ui in the args so we know to respond in world
string[] args = ("<ui> " + cmd).Split (" ".ToCharArray ());
if (cmd.StartsWith ("stop")) {
HandleStopCmd("flock", args);
} else if ( cmd.StartsWith( "start" ) ) {
HandleStartCmd("flock", args);
} else if ( cmd.StartsWith( "size" ) ) {
HandleSetSizeCmd("flock", args);
} else if ( cmd.StartsWith ( "stats" ) ) {
HandleShowStatsCmd("flock", args );
} else if ( cmd.StartsWith ( "prim" ) ) {
HandleSetPrimCmd("flock", args);
}
}
#endregion #endregion
#region Command Handling
private void AddCommand (string cmd, string args, string help, CommandDelegate fn)
{
string argStr = "";
if( args.Trim().Length > 0 ) {
argStr = " <" + args + "> ";
}
m_scene.AddCommand (this, "flock-" + cmd, "flock-" + cmd + argStr, help, fn);
}
private void RegisterCommands() {
AddCommand ("stop", "", "Stop all Flocking", HandleStopCmd);
AddCommand ("start", "", "Start Flocking", HandleStartCmd);
AddCommand ("size", "num", "Adjust the size of the flock ", HandleSetSizeCmd);
AddCommand ("stats", "", "show flocking stats", HandleShowStatsCmd);
AddCommand ("prim", "name", "set the prim used for each boid to that passed in", HandleSetPrimCmd);
}
private bool ShouldHandleCmd() {
return m_scene.ConsoleScene () == m_scene;
}
private bool IsInWorldCmd( ref string [] args ) {
bool retVal = false;
if( args.Length > 0 && args[0].Equals("<ui>") ) {
retVal = true;
}
return retVal;
}
private void ShowResponse(string response, bool inWorld) {
if( inWorld ){
IClientAPI ownerAPI = null;
if( m_scene.TryGetClient( m_owner, out ownerAPI ) ) {
ownerAPI.SendBlueBoxMessage( m_owner,"osboids", response );
}
} else {
MainConsole.Instance.Output (response);
}
}
public void HandleStopCmd (string module, string[] args)
{
if( ShouldHandleCmd() ) {
m_log.Info("stop the flocking capability");
m_enabled = false;
m_view.Clear();
}
}
public void HandleStartCmd (string module, string[] args)
{
if( ShouldHandleCmd() ) {
m_log.Info("start the flocking capability");
m_enabled = true;
FlockUpdate();
}
}
public void HandleSetSizeCmd (string module, string[] args)
{
if( ShouldHandleCmd() ) {
m_log.Info("set size not implemented yet");
}
}
public void HandleShowStatsCmd (string module, string[] args)
{
if( ShouldHandleCmd() ) {
bool inWorld = IsInWorldCmd( ref args );
ShowResponse("Num Boids = " + m_model.Size, inWorld );
}
}
public void HandleSetPrimCmd (string module, string[] args)
{
if( ShouldHandleCmd() ) {
m_log.Info("set prim not implemented yet");
}
}
#endregion
#region IRegionModuleBase Members #region IRegionModuleBase Members

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@ -40,43 +40,51 @@ namespace Flocking
private UUID m_owner; private UUID m_owner;
private Dictionary<string, SceneObjectGroup> m_sogMap = new Dictionary<string, SceneObjectGroup> (); private Dictionary<string, SceneObjectGroup> m_sogMap = new Dictionary<string, SceneObjectGroup> ();
public FlockingView (Scene scene) public FlockingView (Scene scene)
{ {
m_scene = scene; m_scene = scene;
} }
public void PostInitialize () public void PostInitialize (UUID owner)
{ {
m_owner = m_scene.RegionInfo.EstateSettings.EstateOwner; m_owner = owner;
} }
public void Clear ()
{
//trash everything we have
foreach (string name in m_sogMap.Keys)
{
RemoveSOGFromScene(name);
}
m_sogMap.Clear();
}
public void Render (List<Boid> boids) public void Render (List<Boid> boids)
{ {
foreach (Boid boid in boids) { foreach (Boid boid in boids) {
SceneObjectGroup sog = DrawBoid (boid); DrawBoid (boid);
//sog.ScheduleGroupForTerseUpdate ();
} }
} }
private SceneObjectGroup DrawBoid (Boid boid) private void DrawBoid (Boid boid)
{ {
SceneObjectPart existing = m_scene.GetSceneObjectPart (boid.Id); SceneObjectPart existing = m_scene.GetSceneObjectPart (boid.Id);
SceneObjectGroup copy; SceneObjectGroup sog;
if (existing == null) { if (existing == null) {
SceneObjectGroup group = findByName ("boidPrim"); SceneObjectGroup group = findByName ("boidPrim");
copy = CopyPrim (group, boid.Id); sog = CopyPrim (group, boid.Id);
m_sogMap [boid.Id] = copy; m_sogMap [boid.Id] = sog;
m_scene.AddNewSceneObject (copy, false); m_scene.AddNewSceneObject (sog, false);
} else { } else {
copy = existing.ParentGroup; sog = existing.ParentGroup;
} }
Quaternion rotation = CalcRotationToEndpoint (copy, copy.AbsolutePosition, boid.Location); Quaternion rotation = CalcRotationToEndpoint (sog, sog.AbsolutePosition, boid.Location);
copy.UpdateGroupRotationPR (boid.Location, rotation); sog.UpdateGroupRotationPR (boid.Location, rotation);
return copy;
} }
private static Quaternion CalcRotationToEndpoint (SceneObjectGroup copy, Vector3 sv, Vector3 ev) private static Quaternion CalcRotationToEndpoint (SceneObjectGroup copy, Vector3 sv, Vector3 ev)
@ -138,6 +146,12 @@ namespace Flocking
return prim; return prim;
} }
private void RemoveSOGFromScene(string sogName)
{
SceneObjectGroup sog = m_sogMap[sogName];
m_scene.DeleteSceneObject(sog, false);
}
} }