Cleaned up whitespace and detabified files.

pull/1/head
Kevin Cozens 2018-03-24 11:13:57 -04:00
parent 2e06c0b2d8
commit 654a74ecc7
5 changed files with 654 additions and 654 deletions

View File

@ -31,343 +31,343 @@ using OpenMetaverse;
namespace Flocking namespace Flocking
{ {
public class Bird public class Bird
{ {
private static readonly ILog m_log = LogManager.GetLogger (System.Reflection.MethodBase.GetCurrentMethod ().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger (System.Reflection.MethodBase.GetCurrentMethod ().DeclaringType);
private string m_id; private string m_id;
private Vector3 m_loc; private Vector3 m_loc;
private Vector3 m_vel; private Vector3 m_vel;
private Vector3 m_acc; private Vector3 m_acc;
private Random m_rndnums = new Random (Environment.TickCount); private Random m_rndnums = new Random (Environment.TickCount);
private FlockingModel m_model; private FlockingModel m_model;
private FlowMap m_flowMap; private FlowMap m_flowMap;
private int m_regionX; private int m_regionX;
private int m_regionY; private int m_regionY;
private int m_regionZ; private int m_regionZ;
private float m_regionBorder; private float m_regionBorder;
/// <summary> /// <summary>
/// Initializes a new instance of the <see cref="Flocking.Bird"/> class. /// Initializes a new instance of the <see cref="Flocking.Bird"/> class.
/// </summary> /// </summary>
/// <param name='l'> /// <param name='l'>
/// L. the initial position of this bird /// L. the initial position of this bird
/// </param> /// </param>
/// <param name='ms'> /// <param name='ms'>
/// Ms. max speed this bird can attain /// Ms. max speed this bird can attain
/// </param> /// </param>
/// <param name='mf'> /// <param name='mf'>
/// Mf. max force / acceleration this bird can extert /// Mf. max force / acceleration this bird can extert
/// </param> /// </param>
public Bird (string id, FlockingModel model, FlowMap flowMap) public Bird (string id, FlockingModel model, FlowMap flowMap)
{ {
m_id = id; m_id = id;
m_acc = Vector3.Zero; m_acc = Vector3.Zero;
m_vel = new Vector3 (m_rndnums.Next (-1, 1), m_rndnums.Next (-1, 1), m_rndnums.Next (-1, 1)); m_vel = new Vector3 (m_rndnums.Next (-1, 1), m_rndnums.Next (-1, 1), m_rndnums.Next (-1, 1));
m_model = model; m_model = model;
m_flowMap = flowMap; m_flowMap = flowMap;
m_regionX = m_flowMap.LengthX; m_regionX = m_flowMap.LengthX;
m_regionY = m_flowMap.LengthY; m_regionY = m_flowMap.LengthY;
m_regionZ = m_flowMap.LengthZ; m_regionZ = m_flowMap.LengthZ;
m_regionBorder = m_flowMap.Border; m_regionBorder = m_flowMap.Border;
} }
public Vector3 Location {
get { return m_loc;}
set { m_loc = value; }
}
public Vector3 Velocity { public Vector3 Location {
get { return m_vel;} get { return m_loc;}
} set { m_loc = value; }
}
public String Id {
get {return m_id;}
}
/// <summary>
/// Moves our bird in the scene relative to the rest of the flock.
/// </summary>
/// <param name='birds'>
/// Birds. all the other chaps in the scene
/// </param>
public void MoveInSceneRelativeToFlock (List<Bird> birds)
{
// we would like to stay with our mates
Flock (birds);
// our first priority is to not hurt ourselves public Vector3 Velocity {
AvoidObstacles (); get { return m_vel;}
}
// then we want to avoid any threats
// this not implemented yet
// ok so we worked our where we want to go, so ...
UpdatePositionInScene ();
}
/// <summary> public String Id {
/// Move within our flock get {return m_id;}
/// }
/// We accumulate a new acceleration each time based on three rules
/// these are:
/// our separation from our closest neighbours,
/// our desire to keep travelling within the local flock,
/// our desire to move towards the flock centre
///
/// </summary>
void Flock (List<Bird> birds)
{
// calc the force vectors on this bird
Vector3 sep = Separate (birds); // Separation
Vector3 ali = Align (birds); // Alignment
Vector3 coh = Cohesion (birds); // Cohesion
// Arbitrarily weight these forces
//TODO: expose these consts
sep *= 1.5f; //.mult(1.5);
//ali.mult(1.0);
ali *= 1.0f;
//coh.mult(1.0);
coh *= 1.0f;
// Add the force vectors to the current acceleration of the bird
//acc.add(sep);
m_acc += sep;
//acc.add(ali);
m_acc += ali;
//acc.add(coh);
m_acc += coh;
}
/// <summary> /// <summary>
/// Method to update our location within the scene. /// Moves our bird in the scene relative to the rest of the flock.
/// update our location in the world based on our /// </summary>
/// current location, velocity and acceleration /// <param name='birds'>
/// taking into account our max speed /// Birds. all the other chaps in the scene
/// /// </param>
/// </summary> public void MoveInSceneRelativeToFlock (List<Bird> birds)
void UpdatePositionInScene () {
{ // we would like to stay with our mates
// Update velocity Flock (birds);
//vel.add(acc);
m_vel += m_acc;
// Limit speed
//m_vel.limit(maxspeed);
m_vel = BirdsUtil.Limit (m_vel, m_model.MaxSpeed);
m_loc += m_vel;
// Reset accelertion to 0 each cycle
m_acc *= 0.0f;
}
/// <summary>
/// Seek the specified target. Move into that flock
/// Accelerate us towards where we want to go
/// </summary>
/// <param name='target'>
/// Target. the position within the flock we would like to achieve
/// </param>
void Seek (Vector3 target)
{
m_acc += Steer (target, false);
}
/// <summary>
/// Arrive the specified target. Slow us down, as we are almost there
/// </summary>
/// <param name='target'>
/// Target. the flock we would like to think ourselves part of
/// </param>
void arrive (Vector3 target)
{
m_acc += Steer (target, true);
}
/// A method that calculates a steering vector towards a target // our first priority is to not hurt ourselves
/// Takes a second argument, if true, it slows down as it approaches the target AvoidObstacles ();
Vector3 Steer (Vector3 target, bool slowdown)
{
Vector3 steer; // The steering vector
Vector3 desired = Vector3.Subtract(target, m_loc); // A vector pointing from the location to the target
float d = desired.Length (); // Distance from the target is the magnitude of the vector
// If the distance is greater than 0, calc steering (otherwise return zero vector)
if (d > 0) {
// Normalize desired
desired.Normalize ();
// Two options for desired vector magnitude (1 -- based on distance, 2 -- maxspeed)
if ((slowdown) && (d < 100.0f)) {
desired *= (m_model.MaxSpeed * (d / 100.0f)); // This damping is somewhat arbitrary
} else {
desired *= m_model.MaxSpeed;
}
// Steering = Desired minus Velocity
//steer = target.sub(desired,m_vel);
steer = Vector3.Subtract (desired, m_vel);
//steer.limit(maxforce); // Limit to maximum steering force
steer = BirdsUtil.Limit (steer, m_model.MaxForce);
} else {
steer = Vector3.Zero;
}
return steer;
}
// then we want to avoid any threats
/// <summary> // this not implemented yet
/// Borders this instance.
/// if we get too close wrap us around
/// CHANGE THIS to navigate away from whatever it is we are too close to
/// </summary>
void AvoidObstacles ()
{
//look tolerance metres ahead
Vector3 normVel = Vector3.Normalize(m_vel);
Vector3 inFront = m_loc + Vector3.Multiply(normVel, m_model.Tolerance);
if( m_flowMap.WouldHitObstacle( m_loc, inFront ) ) {
AdjustVelocityToAvoidObstacles ();
}
}
void AdjustVelocityToAvoidObstacles ()
{ // ok so we worked our where we want to go, so ...
for( int i = 1; i < 5; i++ ) { UpdatePositionInScene ();
Vector3 normVel = Vector3.Normalize(m_vel);
int xDelta = m_rndnums.Next (-i, i); }
int yDelta = m_rndnums.Next (-i, i);
int zDelta = m_rndnums.Next (-i, i); /// <summary>
normVel.X += xDelta; /// Move within our flock
normVel.Y += yDelta; ///
normVel.Z += zDelta; /// We accumulate a new acceleration each time based on three rules
Vector3 inFront = m_loc + Vector3.Multiply(normVel, m_model.Tolerance); /// these are:
if( !m_flowMap.WouldHitObstacle( m_loc, inFront ) ) { /// our separation from our closest neighbours,
m_vel.X += xDelta; /// our desire to keep travelling within the local flock,
m_vel.Y += yDelta; /// our desire to move towards the flock centre
m_vel.Z += zDelta; ///
//m_log.Info("avoided"); /// </summary>
return; void Flock (List<Bird> birds)
} {
}
//m_log.Info("didn't avoid"); // calc the force vectors on this bird
// try increaing our acceleration Vector3 sep = Separate (birds); // Separation
// or try decreasing our acceleration Vector3 ali = Align (birds); // Alignment
// or turn around - coz where we came from was OK Vector3 coh = Cohesion (birds); // Cohesion
if (m_loc.X < m_regionBorder || m_loc.X > m_regionX - m_regionBorder)
m_vel.X = -m_vel.X; // Arbitrarily weight these forces
//TODO: expose these consts
sep *= 1.5f; //.mult(1.5);
//ali.mult(1.0);
ali *= 1.0f;
//coh.mult(1.0);
coh *= 1.0f;
// Add the force vectors to the current acceleration of the bird
//acc.add(sep);
m_acc += sep;
//acc.add(ali);
m_acc += ali;
//acc.add(coh);
m_acc += coh;
}
/// <summary>
/// Method to update our location within the scene.
/// update our location in the world based on our
/// current location, velocity and acceleration
/// taking into account our max speed
///
/// </summary>
void UpdatePositionInScene ()
{
// Update velocity
//vel.add(acc);
m_vel += m_acc;
// Limit speed
//m_vel.limit(maxspeed);
m_vel = BirdsUtil.Limit (m_vel, m_model.MaxSpeed);
m_loc += m_vel;
// Reset accelertion to 0 each cycle
m_acc *= 0.0f;
}
/// <summary>
/// Seek the specified target. Move into that flock
/// Accelerate us towards where we want to go
/// </summary>
/// <param name='target'>
/// Target. the position within the flock we would like to achieve
/// </param>
void Seek (Vector3 target)
{
m_acc += Steer (target, false);
}
/// <summary>
/// Arrive the specified target. Slow us down, as we are almost there
/// </summary>
/// <param name='target'>
/// Target. the flock we would like to think ourselves part of
/// </param>
void arrive (Vector3 target)
{
m_acc += Steer (target, true);
}
/// A method that calculates a steering vector towards a target
/// Takes a second argument, if true, it slows down as it approaches the target
Vector3 Steer (Vector3 target, bool slowdown)
{
Vector3 steer; // The steering vector
Vector3 desired = Vector3.Subtract(target, m_loc); // A vector pointing from the location to the target
float d = desired.Length (); // Distance from the target is the magnitude of the vector
// If the distance is greater than 0, calc steering (otherwise return zero vector)
if (d > 0) {
// Normalize desired
desired.Normalize ();
// Two options for desired vector magnitude (1 -- based on distance, 2 -- maxspeed)
if ((slowdown) && (d < 100.0f)) {
desired *= (m_model.MaxSpeed * (d / 100.0f)); // This damping is somewhat arbitrary
} else {
desired *= m_model.MaxSpeed;
}
// Steering = Desired minus Velocity
//steer = target.sub(desired,m_vel);
steer = Vector3.Subtract (desired, m_vel);
//steer.limit(maxforce); // Limit to maximum steering force
steer = BirdsUtil.Limit (steer, m_model.MaxForce);
} else {
steer = Vector3.Zero;
}
return steer;
}
/// <summary>
/// Borders this instance.
/// if we get too close wrap us around
/// CHANGE THIS to navigate away from whatever it is we are too close to
/// </summary>
void AvoidObstacles ()
{
//look tolerance metres ahead
Vector3 normVel = Vector3.Normalize(m_vel);
Vector3 inFront = m_loc + Vector3.Multiply(normVel, m_model.Tolerance);
if( m_flowMap.WouldHitObstacle( m_loc, inFront ) ) {
AdjustVelocityToAvoidObstacles ();
}
}
void AdjustVelocityToAvoidObstacles ()
{
for( int i = 1; i < 5; i++ ) {
Vector3 normVel = Vector3.Normalize(m_vel);
int xDelta = m_rndnums.Next (-i, i);
int yDelta = m_rndnums.Next (-i, i);
int zDelta = m_rndnums.Next (-i, i);
normVel.X += xDelta;
normVel.Y += yDelta;
normVel.Z += zDelta;
Vector3 inFront = m_loc + Vector3.Multiply(normVel, m_model.Tolerance);
if( !m_flowMap.WouldHitObstacle( m_loc, inFront ) ) {
m_vel.X += xDelta;
m_vel.Y += yDelta;
m_vel.Z += zDelta;
//m_log.Info("avoided");
return;
}
}
//m_log.Info("didn't avoid");
// try increaing our acceleration
// or try decreasing our acceleration
// or turn around - coz where we came from was OK
if (m_loc.X < m_regionBorder || m_loc.X > m_regionX - m_regionBorder)
m_vel.X = -m_vel.X;
if (m_loc.Y < m_regionBorder || m_loc.Y > m_regionY - m_regionBorder) if (m_loc.Y < m_regionBorder || m_loc.Y > m_regionY - m_regionBorder)
m_vel.Y = -m_vel.Y; m_vel.Y = -m_vel.Y;
if (m_loc.Z < 21 || m_loc.Z > m_regionZ ) if (m_loc.Z < 21 || m_loc.Z > m_regionZ )
m_vel.Z = -m_vel.Z; m_vel.Z = -m_vel.Z;
} }
/// <summary>
/// Separate ourselves from the specified birds.
/// keeps us a respectable distance from our closest neighbours whilst still
/// being part of our local flock
/// </summary>
/// <param name='birds'>
/// Birds. all the birds in the scene
/// </param>
Vector3 Separate (List<Bird> birds)
{
Vector3 steer = new Vector3 (0, 0, 0);
int count = 0;
// For every bird in the system, check if it's too close
foreach (Bird other in birds) {
float d = Vector3.Distance (m_loc, other.Location);
// If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
if ((d > 0) && (d < m_model.DesiredSeparation)) {
// Calculate vector pointing away from neighbor
Vector3 diff = Vector3.Subtract (m_loc, other.Location);
diff.Normalize ();
diff = Vector3.Divide (diff, d);
steer = Vector3.Add (steer, diff);
count++; // Keep track of how many
}
}
// Average -- divide by how many
if (count > 0) {
steer /= (float)count;
}
// As long as the vector is greater than 0 /// <summary>
if (steer.Length () > 0) { /// Separate ourselves from the specified birds.
// Implement Reynolds: Steering = Desired - Velocity /// keeps us a respectable distance from our closest neighbours whilst still
steer.Normalize (); /// being part of our local flock
steer *= m_model.MaxSpeed; /// </summary>
steer -= m_vel; /// <param name='birds'>
//steer.limit(maxforce); /// Birds. all the birds in the scene
steer = BirdsUtil.Limit (steer, m_model.MaxForce); /// </param>
} Vector3 Separate (List<Bird> birds)
return steer; {
} Vector3 steer = new Vector3 (0, 0, 0);
int count = 0;
// For every bird in the system, check if it's too close
foreach (Bird other in birds) {
float d = Vector3.Distance (m_loc, other.Location);
// If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
if ((d > 0) && (d < m_model.DesiredSeparation)) {
// Calculate vector pointing away from neighbor
Vector3 diff = Vector3.Subtract (m_loc, other.Location);
diff.Normalize ();
diff = Vector3.Divide (diff, d);
steer = Vector3.Add (steer, diff);
count++; // Keep track of how many
}
}
// Average -- divide by how many
if (count > 0) {
steer /= (float)count;
}
/// <summary> // As long as the vector is greater than 0
/// Align our bird within the flock. if (steer.Length () > 0) {
/// For every nearby bird in the system, calculate the average velocity // Implement Reynolds: Steering = Desired - Velocity
/// and move us towards that - this keeps us moving with the flock. steer.Normalize ();
/// </summary> steer *= m_model.MaxSpeed;
/// <param name='birds'> steer -= m_vel;
/// Birds. all the birds in the scene - we only really care about those in the neighbourdist //steer.limit(maxforce);
/// </param> steer = BirdsUtil.Limit (steer, m_model.MaxForce);
Vector3 Align (List<Bird> birds) }
{ return steer;
Vector3 steer = new Vector3 (0, 0, 0); }
int count = 0;
foreach (Bird other in birds) {
float d = Vector3.Distance (m_loc, other.Location);
if ((d > 0) && (d < m_model.NeighbourDistance)) {
steer += other.Velocity;
count++;
}
}
if (count > 0) {
steer /= (float)count;
}
// As long as the vector is greater than 0 /// <summary>
if (steer.Length () > 0) { /// Align our bird within the flock.
// Implement Reynolds: Steering = Desired - Velocity /// For every nearby bird in the system, calculate the average velocity
steer.Normalize (); /// and move us towards that - this keeps us moving with the flock.
steer *= m_model.MaxSpeed; /// </summary>
steer -= m_vel; /// <param name='birds'>
//steer.limit(maxforce); /// Birds. all the birds in the scene - we only really care about those in the neighbourdist
steer = BirdsUtil.Limit (steer, m_model.MaxForce); /// </param>
Vector3 Align (List<Bird> birds)
} {
return steer; Vector3 steer = new Vector3 (0, 0, 0);
} int count = 0;
foreach (Bird other in birds) {
float d = Vector3.Distance (m_loc, other.Location);
if ((d > 0) && (d < m_model.NeighbourDistance)) {
steer += other.Velocity;
count++;
}
}
if (count > 0) {
steer /= (float)count;
}
/// <summary> // As long as the vector is greater than 0
/// MAintain the cohesion of our local flock if (steer.Length () > 0) {
/// For the average location (i.e. center) of all nearby birds, calculate our steering vector towards that location // Implement Reynolds: Steering = Desired - Velocity
/// </summary> steer.Normalize ();
/// <param name='birds'> steer *= m_model.MaxSpeed;
/// Birds. the birds in the scene steer -= m_vel;
/// </param> //steer.limit(maxforce);
Vector3 Cohesion (List<Bird> birds) steer = BirdsUtil.Limit (steer, m_model.MaxForce);
{
}
Vector3 sum = Vector3.Zero; // Start with empty vector to accumulate all locations return steer;
int count = 0; }
foreach (Bird other in birds) { /// <summary>
float d = Vector3.Distance (m_loc, other.Location); /// MAintain the cohesion of our local flock
if ((d > 0) && (d < m_model.NeighbourDistance)) { /// For the average location (i.e. center) of all nearby birds, calculate our steering vector towards that location
sum += other.Location; // Add location /// </summary>
count++; /// <param name='birds'>
} /// Birds. the birds in the scene
} /// </param>
if (count > 0) { Vector3 Cohesion (List<Bird> birds)
sum /= (float)count; {
return Steer (sum, false); // Steer towards the location
} Vector3 sum = Vector3.Zero; // Start with empty vector to accumulate all locations
return sum; int count = 0;
}
} foreach (Bird other in birds) {
float d = Vector3.Distance (m_loc, other.Location);
if ((d > 0) && (d < m_model.NeighbourDistance)) {
sum += other.Location; // Add location
count++;
}
}
if (count > 0) {
sum /= (float)count;
return Steer (sum, false); // Steer towards the location
}
return sum;
}
}
} }

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@ -30,23 +30,23 @@ using OpenMetaverse;
namespace Flocking namespace Flocking
{ {
public class BirdsUtil public class BirdsUtil
{ {
public static Vector3 Limit (Vector3 initial, float maxLen) public static Vector3 Limit (Vector3 initial, float maxLen)
{ {
float currLen = initial.Length (); float currLen = initial.Length ();
float ratio = 1.0f; float ratio = 1.0f;
if (currLen > maxLen) {
ratio = currLen / maxLen;
}
return initial /= ratio;
}
} if (currLen > maxLen) {
ratio = currLen / maxLen;
}
return initial /= ratio;
}
}
} }

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@ -31,105 +31,105 @@ using OpenMetaverse;
namespace Flocking namespace Flocking
{ {
public class FlockingModel public class FlockingModel
{ {
private List<Bird> m_flock = new List<Bird>(); private List<Bird> m_flock = new List<Bird>();
private FlowMap m_flowMap; private FlowMap m_flowMap;
private float m_maxSpeed; private float m_maxSpeed;
private float m_maxForce; private float m_maxForce;
private float m_neighbourDistance; private float m_neighbourDistance;
private float m_desiredSeparation; private float m_desiredSeparation;
private float m_tolerance; private float m_tolerance;
private float m_border; private float m_border;
private string m_name; private string m_name;
private Random m_rnd = new Random(Environment.TickCount); private Random m_rnd = new Random(Environment.TickCount);
public int Size { public int Size {
get {return m_flock.Count;} get {return m_flock.Count;}
set { set {
//if( value < m_flock.Count ) { //if( value < m_flock.Count ) {
// m_flock.RemoveRange( 0, m_flock.Count - value ); // m_flock.RemoveRange( 0, m_flock.Count - value );
//} else //} else
m_flock = new List<Bird>(); m_flock = new List<Bird>();
while( value > m_flock.Count ) { while( value > m_flock.Count ) {
AddBird(m_name + m_flock.Count); AddBird(m_name + m_flock.Count);
} }
} }
} }
public FlockingModel(string moduleName, float maxSpeed, float maxForce, float neighbourDistance, float desiredSeparation, float tolerance, float border) { public FlockingModel(string moduleName, float maxSpeed, float maxForce, float neighbourDistance, float desiredSeparation, float tolerance, float border) {
m_name = moduleName; m_name = moduleName;
m_maxSpeed = maxSpeed; m_maxSpeed = maxSpeed;
m_maxForce = maxForce; m_maxForce = maxForce;
m_neighbourDistance = neighbourDistance; m_neighbourDistance = neighbourDistance;
m_desiredSeparation = desiredSeparation; m_desiredSeparation = desiredSeparation;
m_tolerance = tolerance; m_tolerance = tolerance;
m_border = border; m_border = border;
} }
void AddBird (string name) void AddBird (string name)
{ {
Bird Bird = new Bird (name, this, m_flowMap); Bird Bird = new Bird (name, this, m_flowMap);
// find an initial random location for this Bird // find an initial random location for this Bird
// somewhere not within an obstacle // somewhere not within an obstacle
int xInit = m_rnd.Next(m_flowMap.LengthX); int xInit = m_rnd.Next(m_flowMap.LengthX);
int yInit = m_rnd.Next(m_flowMap.LengthY); int yInit = m_rnd.Next(m_flowMap.LengthY);
int zInit = m_rnd.Next(m_flowMap.LengthZ); int zInit = m_rnd.Next(m_flowMap.LengthZ);
while( m_flowMap.IsWithinObstacle( xInit, yInit, zInit ) ){ while( m_flowMap.IsWithinObstacle( xInit, yInit, zInit ) ){
xInit = m_rnd.Next(m_flowMap.LengthX); xInit = m_rnd.Next(m_flowMap.LengthX);
yInit = m_rnd.Next(m_flowMap.LengthY); yInit = m_rnd.Next(m_flowMap.LengthY);
zInit = m_rnd.Next(m_flowMap.LengthZ); zInit = m_rnd.Next(m_flowMap.LengthZ);
} }
Bird.Location = new Vector3 (Convert.ToSingle(xInit), Convert.ToSingle(yInit), Convert.ToSingle(zInit)); Bird.Location = new Vector3 (Convert.ToSingle(xInit), Convert.ToSingle(yInit), Convert.ToSingle(zInit));
m_flock.Add (Bird); m_flock.Add (Bird);
} }
public float MaxSpeed { public float MaxSpeed {
get {return m_maxSpeed;} get {return m_maxSpeed;}
set { m_maxSpeed = value; } set { m_maxSpeed = value; }
} }
public float MaxForce { public float MaxForce {
get {return m_maxForce;} get {return m_maxForce;}
set { m_maxForce = value; } set { m_maxForce = value; }
} }
public float NeighbourDistance { public float NeighbourDistance {
get {return m_neighbourDistance;} get {return m_neighbourDistance;}
set { m_neighbourDistance = value; } set { m_neighbourDistance = value; }
} }
public float DesiredSeparation { public float DesiredSeparation {
get {return m_desiredSeparation;} get {return m_desiredSeparation;}
set { m_desiredSeparation = value; } set { m_desiredSeparation = value; }
} }
public float Tolerance { public float Tolerance {
get {return m_tolerance;} get {return m_tolerance;}
set { m_tolerance = value; } set { m_tolerance = value; }
} }
public void Initialise (int num, FlowMap flowMap)
{
m_flowMap = flowMap;
for (int i = 0; i < num; i++) {
AddBird (m_name + i );
}
}
public List<Bird> UpdateFlockPos () public void Initialise (int num, FlowMap flowMap)
{ {
foreach (Bird b in m_flock) { m_flowMap = flowMap;
b.MoveInSceneRelativeToFlock(m_flock); // Passing the entire list of Birds to each Bird individually for (int i = 0; i < num; i++) {
} AddBird (m_name + i );
}
return m_flock; }
}
} public List<Bird> UpdateFlockPos ()
{
foreach (Bird b in m_flock) {
b.MoveInSceneRelativeToFlock(m_flock); // Passing the entire list of Birds to each Bird individually
}
return m_flock;
}
}
} }

View File

@ -34,34 +34,34 @@ using log4net;
namespace Flocking namespace Flocking
{ {
public class FlockingView public class FlockingView
{ {
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene; private Scene m_scene;
private UUID m_owner; private UUID m_owner;
private String m_name; private String m_name;
private String m_birdPrim; private String m_birdPrim;
private Dictionary<string, SceneObjectGroup> m_sogMap = new Dictionary<string, SceneObjectGroup> ();
public FlockingView (String moduleName, Scene scene)
{
m_name = moduleName;
m_scene = scene;
}
public void PostInitialize (UUID owner)
{
m_owner = owner;
}
public String BirdPrim {
get { return m_birdPrim; }
set{ m_birdPrim = value;}
}
public void Clear () private Dictionary<string, SceneObjectGroup> m_sogMap = new Dictionary<string, SceneObjectGroup> ();
{
public FlockingView (String moduleName, Scene scene)
{
m_name = moduleName;
m_scene = scene;
}
public void PostInitialize (UUID owner)
{
m_owner = owner;
}
public String BirdPrim {
get { return m_birdPrim; }
set{ m_birdPrim = value;}
}
public void Clear ()
{
//trash everything we have //trash everything we have
foreach (string name in m_sogMap.Keys) foreach (string name in m_sogMap.Keys)
{ {
@ -71,103 +71,103 @@ namespace Flocking
} }
m_sogMap.Clear(); m_sogMap.Clear();
m_scene.ForceClientUpdate(); m_scene.ForceClientUpdate();
} }
public void Render(List<Bird> birds) public void Render(List<Bird> birds)
{ {
foreach (Bird bird in birds) { foreach (Bird bird in birds) {
DrawBird (bird); DrawBird (bird);
} }
} }
private void DrawBird (Bird bird) private void DrawBird (Bird bird)
{ {
SceneObjectPart existing = m_scene.GetSceneObjectPart (bird.Id); SceneObjectPart existing = m_scene.GetSceneObjectPart (bird.Id);
SceneObjectGroup sog; SceneObjectGroup sog;
SceneObjectPart rootPart; SceneObjectPart rootPart;
if (existing == null) { if (existing == null) {
m_log.InfoFormat("[{0}]: Adding prim {1} in region {2}", m_name, bird.Id, m_scene.RegionInfo.RegionName); m_log.InfoFormat("[{0}]: Adding prim {1} in region {2}", m_name, bird.Id, m_scene.RegionInfo.RegionName);
SceneObjectGroup group = findByName (m_birdPrim); SceneObjectGroup group = findByName (m_birdPrim);
sog = CopyPrim (group, bird.Id); sog = CopyPrim (group, bird.Id);
rootPart = sog.RootPart; rootPart = sog.RootPart;
rootPart.AddFlag(PrimFlags.Temporary); rootPart.AddFlag(PrimFlags.Temporary);
rootPart.AddFlag(PrimFlags.Phantom); rootPart.AddFlag(PrimFlags.Phantom);
//set prim to phantom //set prim to phantom
//sog.UpdatePrimFlags(rootPart.LocalId, false, false, true, false); //sog.UpdatePrimFlags(rootPart.LocalId, false, false, true, false);
m_sogMap [bird.Id] = sog; m_sogMap [bird.Id] = sog;
m_scene.AddNewSceneObject (sog, false); m_scene.AddNewSceneObject (sog, false);
// Fire script on_rez // Fire script on_rez
sog.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 1); sog.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 1);
rootPart.ParentGroup.ResumeScripts(); rootPart.ParentGroup.ResumeScripts();
rootPart.ScheduleFullUpdate(); rootPart.ScheduleFullUpdate();
sog.DetachFromBackup(); sog.DetachFromBackup();
} else { } else {
sog = existing.ParentGroup; sog = existing.ParentGroup;
m_sogMap[bird.Id] = sog; m_sogMap[bird.Id] = sog;
//rootPart = sog.RootPart; //rootPart = sog.RootPart;
//set prim to phantom //set prim to phantom
//sog.UpdatePrimFlags(rootPart.LocalId, false, false, true, false); //sog.UpdatePrimFlags(rootPart.LocalId, false, false, true, false);
} }
Quaternion rotation = CalcRotationToEndpoint (sog, sog.AbsolutePosition, bird.Location);
sog.UpdateGroupRotationPR( bird.Location, rotation);
}
private static Quaternion CalcRotationToEndpoint (SceneObjectGroup copy, Vector3 sv, Vector3 ev)
{
//llSetRot(llRotBetween(<1,0,0>,llVecNorm(targetPosition - llGetPos())));
// bird wil fly x forwards and Z up
Vector3 currDirVec = Vector3.UnitX;
Vector3 desiredDirVec = Vector3.Subtract (ev, sv);
desiredDirVec.Normalize ();
Quaternion rot = Vector3.RotationBetween (currDirVec, desiredDirVec); Quaternion rotation = CalcRotationToEndpoint (sog, sog.AbsolutePosition, bird.Location);
return rot; sog.UpdateGroupRotationPR( bird.Location, rotation);
} }
private SceneObjectGroup CopyPrim (SceneObjectGroup prim, string name) private static Quaternion CalcRotationToEndpoint (SceneObjectGroup copy, Vector3 sv, Vector3 ev)
{ {
SceneObjectGroup copy = prim.Copy (true); //llSetRot(llRotBetween(<1,0,0>,llVecNorm(targetPosition - llGetPos())));
copy.Name = name; // bird wil fly x forwards and Z up
copy.DetachFromBackup ();
return copy; Vector3 currDirVec = Vector3.UnitX;
} Vector3 desiredDirVec = Vector3.Subtract (ev, sv);
desiredDirVec.Normalize ();
private SceneObjectGroup findByName (string name)
{ Quaternion rot = Vector3.RotationBetween (currDirVec, desiredDirVec);
SceneObjectGroup retVal = null; return rot;
foreach (EntityBase e in m_scene.GetEntities()) { }
if (e.Name == name) {
retVal = (SceneObjectGroup)e; private SceneObjectGroup CopyPrim (SceneObjectGroup prim, string name)
break; {
} SceneObjectGroup copy = prim.Copy (true);
} copy.Name = name;
// can't find it so make a default one copy.DetachFromBackup ();
if (retVal == null) { return copy;
}
private SceneObjectGroup findByName (string name)
{
SceneObjectGroup retVal = null;
foreach (EntityBase e in m_scene.GetEntities()) {
if (e.Name == name) {
retVal = (SceneObjectGroup)e;
break;
}
}
// can't find it so make a default one
if (retVal == null) {
m_log.InfoFormat("[{0}]: Prim named {1} was not found in region {2}. Making default wooden sphere.", m_name, name, m_scene.RegionInfo.RegionName); m_log.InfoFormat("[{0}]: Prim named {1} was not found in region {2}. Making default wooden sphere.", m_name, name, m_scene.RegionInfo.RegionName);
retVal = MakeDefaultPrim (name); retVal = MakeDefaultPrim (name);
} }
return retVal; return retVal;
} }
private SceneObjectGroup MakeDefaultPrim (string name) private SceneObjectGroup MakeDefaultPrim (string name)
{ {
PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere (); PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere ();
shape.Scale = new Vector3 (0.5f, 0.5f, 0.5f); shape.Scale = new Vector3 (0.5f, 0.5f, 0.5f);
SceneObjectGroup prim = new SceneObjectGroup(m_owner, new Vector3((float)m_scene.RegionInfo.RegionSizeX / 2, (float)m_scene.RegionInfo.RegionSizeY / 2, 25f), shape); SceneObjectGroup prim = new SceneObjectGroup(m_owner, new Vector3((float)m_scene.RegionInfo.RegionSizeX / 2, (float)m_scene.RegionInfo.RegionSizeY / 2, 25f), shape);
prim.Name = name; prim.Name = name;
prim.DetachFromBackup (); prim.DetachFromBackup ();
m_scene.AddNewSceneObject (prim, false); m_scene.AddNewSceneObject (prim, false);
return prim; return prim;
} }
} }
} }

View File

@ -32,170 +32,170 @@ using OpenSim.Region.Framework.Scenes;
namespace Flocking namespace Flocking
{ {
public class FlowMap public class FlowMap
{ {
private Scene m_scene; private Scene m_scene;
private float[, ,] m_flowMap; private float[, ,] m_flowMap;
private uint regionX; private uint regionX;
private uint regionY; private uint regionY;
private uint regionZ; private uint regionZ;
private float regionBorder; private float regionBorder;
public FlowMap (Scene scene, int maxHeight, float borderSize) public FlowMap (Scene scene, int maxHeight, float borderSize)
{ {
m_scene = scene; m_scene = scene;
regionX = m_scene.RegionInfo.RegionSizeX; regionX = m_scene.RegionInfo.RegionSizeX;
regionY = m_scene.RegionInfo.RegionSizeY; regionY = m_scene.RegionInfo.RegionSizeY;
regionZ = (uint)maxHeight; regionZ = (uint)maxHeight;
regionBorder = borderSize; regionBorder = borderSize;
m_flowMap = new float[regionX, regionY, regionZ]; m_flowMap = new float[regionX, regionY, regionZ];
} }
public int LengthX { public int LengthX {
get {return (int)regionX;} get {return (int)regionX;}
} }
public int LengthY { public int LengthY {
get {return (int)regionY;} get {return (int)regionY;}
} }
public int LengthZ { public int LengthZ {
get {return (int)regionZ;} get {return (int)regionZ;}
} }
public int Border { public int Border {
get {return (int)regionBorder;} get {return (int)regionBorder;}
} }
public void Initialise() {
//fill in the boundaries
for( int x = 0; x < regionX; x++ ) {
for( int y = 0; y < regionY; y++ ) {
m_flowMap[x,y,0] = 100f;
m_flowMap[x,y, regionZ-1] = 100f;
}
}
for( int x = 0; x < regionX; x++ ) {
for( int z = 0; z < regionZ; z++ ) {
m_flowMap[x,0,z] = 100f;
m_flowMap[x,regionY-1,z] = 100f;
}
}
for( int y = 0; y < regionY; y++ ) {
for( int z = 0; z < regionZ; z++ ) {
m_flowMap[0,y,z] = 100f;
m_flowMap[regionX-1,y,z] = 100f;
}
}
//fill in the terrain
for( int x = 0; x < regionX; x++ ) {
for( int y = 0; y < regionY; y++ ) {
int zMax = Convert.ToInt32(m_scene.GetGroundHeight( x, y ));
for( int z = 1; z < zMax; z++ ) {
m_flowMap[x,y,z] = 100f;
}
}
}
// fill in the things
foreach( EntityBase entity in m_scene.GetEntities() ) {
if( entity is SceneObjectGroup ) {
SceneObjectGroup sog = (SceneObjectGroup)entity;
//todo: ignore phantom
float fmaxX, fminX, fmaxY, fminY, fmaxZ, fminZ;
int maxX, minX, maxY, minY, maxZ, minZ;
sog.GetAxisAlignedBoundingBoxRaw( out fminX, out fmaxX, out fminY, out fmaxY, out fminZ, out fmaxZ );
minX = Convert.ToInt32(fminX);
maxX = Convert.ToInt32(fmaxX);
minY = Convert.ToInt32(fminY);
maxY = Convert.ToInt32(fmaxX);
minZ = Convert.ToInt32(fminZ);
maxZ = Convert.ToInt32(fmaxZ);
for( int x = minX; x < maxX; x++ ) {
for( int y = minY; y < maxY; y++ ) {
for( int z = minZ; z < maxZ; z++ ) {
m_flowMap[x,y,z] = 100f;
}
}
}
}
}
}
public bool WouldHitObstacle (Vector3 currPos, Vector3 targetPos) public void Initialise() {
{ //fill in the boundaries
bool retVal = false; for( int x = 0; x < regionX; x++ ) {
//fail fast for( int y = 0; y < regionY; y++ ) {
if( IsOutOfBounds(targetPos) ) { m_flowMap[x,y,0] = 100f;
retVal = true; m_flowMap[x,y, regionZ-1] = 100f;
} else if( IsWithinObstacle(targetPos) ) { }
retVal = true; }
} else if( IntersectsObstacle (currPos, targetPos) ) { for( int x = 0; x < regionX; x++ ) {
retVal = true; for( int z = 0; z < regionZ; z++ ) {
} m_flowMap[x,0,z] = 100f;
m_flowMap[x,regionY-1,z] = 100f;
return retVal; }
} }
for( int y = 0; y < regionY; y++ ) {
public bool IsOutOfBounds(Vector3 targetPos) { for( int z = 0; z < regionZ; z++ ) {
bool retVal = false; m_flowMap[0,y,z] = 100f;
if( targetPos.X < regionBorder || m_flowMap[regionX-1,y,z] = 100f;
targetPos.X > regionX - regionBorder || }
}
//fill in the terrain
for( int x = 0; x < regionX; x++ ) {
for( int y = 0; y < regionY; y++ ) {
int zMax = Convert.ToInt32(m_scene.GetGroundHeight( x, y ));
for( int z = 1; z < zMax; z++ ) {
m_flowMap[x,y,z] = 100f;
}
}
}
// fill in the things
foreach( EntityBase entity in m_scene.GetEntities() ) {
if( entity is SceneObjectGroup ) {
SceneObjectGroup sog = (SceneObjectGroup)entity;
//todo: ignore phantom
float fmaxX, fminX, fmaxY, fminY, fmaxZ, fminZ;
int maxX, minX, maxY, minY, maxZ, minZ;
sog.GetAxisAlignedBoundingBoxRaw( out fminX, out fmaxX, out fminY, out fmaxY, out fminZ, out fmaxZ );
minX = Convert.ToInt32(fminX);
maxX = Convert.ToInt32(fmaxX);
minY = Convert.ToInt32(fminY);
maxY = Convert.ToInt32(fmaxX);
minZ = Convert.ToInt32(fminZ);
maxZ = Convert.ToInt32(fmaxZ);
for( int x = minX; x < maxX; x++ ) {
for( int y = minY; y < maxY; y++ ) {
for( int z = minZ; z < maxZ; z++ ) {
m_flowMap[x,y,z] = 100f;
}
}
}
}
}
}
public bool WouldHitObstacle (Vector3 currPos, Vector3 targetPos)
{
bool retVal = false;
//fail fast
if( IsOutOfBounds(targetPos) ) {
retVal = true;
} else if( IsWithinObstacle(targetPos) ) {
retVal = true;
} else if( IntersectsObstacle (currPos, targetPos) ) {
retVal = true;
}
return retVal;
}
public bool IsOutOfBounds(Vector3 targetPos) {
bool retVal = false;
if( targetPos.X < regionBorder ||
targetPos.X > regionX - regionBorder ||
targetPos.Y < regionBorder || targetPos.Y < regionBorder ||
targetPos.Y > regionY - regionBorder || targetPos.Y > regionY - regionBorder ||
targetPos.Z < regionBorder || targetPos.Z < regionBorder ||
targetPos.Z > regionZ - regionBorder ) { targetPos.Z > regionZ - regionBorder ) {
retVal = true;
}
return retVal;
}
public bool IntersectsObstacle (Vector3 currPos, Vector3 targetPos) retVal = true;
{ }
bool retVal = false;
// Ray trace the Vector and fail as soon as we hit something return retVal;
Vector3 direction = targetPos - currPos; }
float length = direction.Length();
// check every metre public bool IntersectsObstacle (Vector3 currPos, Vector3 targetPos)
for( float i = 1f; i < length; i += 1f ) { {
Vector3 rayPos = currPos + ( direction * i ); bool retVal = false;
//give up if we go OOB on this ray // Ray trace the Vector and fail as soon as we hit something
if( IsOutOfBounds( rayPos ) ){ Vector3 direction = targetPos - currPos;
retVal = true; float length = direction.Length();
break; // check every metre
} for( float i = 1f; i < length; i += 1f ) {
else if( IsWithinObstacle( rayPos ) ) { Vector3 rayPos = currPos + ( direction * i );
retVal = true; //give up if we go OOB on this ray
break; if( IsOutOfBounds( rayPos ) ){
} retVal = true;
} break;
}
return retVal; else if( IsWithinObstacle( rayPos ) ) {
} retVal = true;
break;
public bool IsWithinObstacle( Vector3 targetPos ) { }
return IsWithinObstacle(Convert.ToInt32(targetPos.X), Convert.ToInt32(targetPos.Y),Convert.ToInt32(targetPos.Z)); }
}
return retVal;
public bool IsWithinObstacle( int x, int y, int z ) { }
bool retVal = false;
public bool IsWithinObstacle( Vector3 targetPos ) {
return IsWithinObstacle(Convert.ToInt32(targetPos.X), Convert.ToInt32(targetPos.Y),Convert.ToInt32(targetPos.Z));
}
public bool IsWithinObstacle( int x, int y, int z ) {
bool retVal = false;
if (x >= LengthX || y >= LengthY || z >= LengthZ) if (x >= LengthX || y >= LengthY || z >= LengthZ)
{ {
retVal = true; retVal = true;
} }
else if (x < 0 || y < 0 || z < 0) else if (x < 0 || y < 0 || z < 0)
{ {
retVal = true; retVal = true;
} else if (m_flowMap[x,y,z] > 50f) { } else if (m_flowMap[x,y,z] > 50f) {
retVal = true; retVal = true;
} }
return retVal; return retVal;
} }
} }
} }