added ability to change flock size
parent
57717a3a79
commit
72db5e2cc8
|
@ -34,17 +34,39 @@ namespace Flocking
|
||||||
{
|
{
|
||||||
private List<Boid> flock = new List<Boid>();
|
private List<Boid> flock = new List<Boid>();
|
||||||
|
|
||||||
|
private int m_xRange = 200;
|
||||||
|
private int m_yRange = 200;
|
||||||
|
private int m_zRange = 200;
|
||||||
|
|
||||||
public int Size {
|
public int Size {
|
||||||
get {return flock.Count;}
|
get {return flock.Count;}
|
||||||
|
set {
|
||||||
|
if( value < flock.Count ) {
|
||||||
|
flock.RemoveRange( 0, flock.Count - value );
|
||||||
|
} else while( value > flock.Count ) {
|
||||||
|
AddBoid( "boid"+flock.Count);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void AddBoid (string name)
|
||||||
|
{
|
||||||
|
Boid boid = new Boid (name, 3.0f, 0.05f);
|
||||||
|
boid.Location = new Vector3 (m_xRange / 2f, m_yRange / 2f, m_zRange / 2f);
|
||||||
|
flock.Add (boid);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public void Initialise (int num, int xRange, int yRange, int zRange)
|
public void Initialise (int num, int xRange, int yRange, int zRange)
|
||||||
{
|
{
|
||||||
|
m_xRange = xRange;
|
||||||
|
m_yRange = yRange;
|
||||||
|
m_zRange = zRange;
|
||||||
|
|
||||||
//TODO: fill in the initial Flock array properly
|
//TODO: fill in the initial Flock array properly
|
||||||
for (int i = 0; i < num; i++) {
|
for (int i = 0; i < num; i++) {
|
||||||
Boid boid = new Boid ("boid"+i, 3.0f, 0.05f);
|
AddBoid ("boid"+i );
|
||||||
boid.Location = new Vector3 (xRange / 2f, yRange / 2f, zRange / 2f);
|
|
||||||
flock.Add (boid);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -37,32 +37,25 @@ using OpenSim.Region.Framework.Scenes;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
namespace Flocking
|
namespace Flocking
|
||||||
{
|
{
|
||||||
public class FlockingModule : INonSharedRegionModule
|
public class FlockingModule : INonSharedRegionModule
|
||||||
{
|
{
|
||||||
|
|
||||||
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);
|
||||||
|
static object m_sync = new object();
|
||||||
|
|
||||||
private Scene m_scene;
|
private Scene m_scene;
|
||||||
|
|
||||||
private FlockingModel m_model;
|
private FlockingModel m_model;
|
||||||
private FlockingView m_view;
|
private FlockingView m_view;
|
||||||
|
|
||||||
private bool m_enabled = false;
|
private bool m_enabled = false;
|
||||||
private bool m_ready = false;
|
private bool m_ready = false;
|
||||||
|
|
||||||
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 int m_chatChannel = 118;
|
||||||
private string m_boidPrim;
|
private string m_boidPrim;
|
||||||
|
|
||||||
private UUID m_owner;
|
private UUID m_owner;
|
||||||
|
|
||||||
|
|
||||||
#region IRegionModule Members
|
#region IRegionModule Members
|
||||||
|
|
||||||
|
|
||||||
|
@ -122,7 +115,6 @@ namespace Flocking
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public string Name {
|
public string Name {
|
||||||
get { return "FlockingModule"; }
|
get { return "FlockingModule"; }
|
||||||
}
|
}
|
||||||
|
@ -137,8 +129,7 @@ namespace Flocking
|
||||||
|
|
||||||
public void FlockUpdate ()
|
public void FlockUpdate ()
|
||||||
{
|
{
|
||||||
if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready || !m_enabled)
|
if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready || !m_enabled) {
|
||||||
{
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -146,9 +137,11 @@ namespace Flocking
|
||||||
|
|
||||||
// work out where everyone has moved to
|
// work out where everyone has moved to
|
||||||
// and tell the scene to render the new positions
|
// and tell the scene to render the new positions
|
||||||
|
lock( m_sync ) {
|
||||||
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)
|
protected void SimChatSent (Object x, OSChatMessage msg)
|
||||||
{
|
{
|
||||||
|
@ -165,7 +158,7 @@ namespace Flocking
|
||||||
m_log.Info ("got cmd " + cmd);
|
m_log.Info ("got cmd " + cmd);
|
||||||
|
|
||||||
//stick ui in the args so we know to respond in world
|
//stick ui in the args so we know to respond in world
|
||||||
string[] args = ("<ui> " + cmd).Split (" ".ToCharArray ());
|
string[] args = (cmd + " <ui>").Split (" ".ToCharArray ());
|
||||||
|
|
||||||
if (cmd.StartsWith ("stop")) {
|
if (cmd.StartsWith ("stop")) {
|
||||||
HandleStopCmd ("flock", args);
|
HandleStopCmd ("flock", args);
|
||||||
|
@ -194,8 +187,8 @@ namespace Flocking
|
||||||
m_scene.AddCommand (this, "flock-" + cmd, "flock-" + cmd + argStr, help, fn);
|
m_scene.AddCommand (this, "flock-" + cmd, "flock-" + cmd + argStr, help, fn);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void RegisterCommands ()
|
||||||
private void RegisterCommands() {
|
{
|
||||||
AddCommand ("stop", "", "Stop all Flocking", HandleStopCmd);
|
AddCommand ("stop", "", "Stop all Flocking", HandleStopCmd);
|
||||||
AddCommand ("start", "", "Start Flocking", HandleStartCmd);
|
AddCommand ("start", "", "Start Flocking", HandleStartCmd);
|
||||||
AddCommand ("size", "num", "Adjust the size of the flock ", HandleSetSizeCmd);
|
AddCommand ("size", "num", "Adjust the size of the flock ", HandleSetSizeCmd);
|
||||||
|
@ -203,20 +196,23 @@ namespace Flocking
|
||||||
AddCommand ("prim", "name", "set the prim used for each boid to that passed in", HandleSetPrimCmd);
|
AddCommand ("prim", "name", "set the prim used for each boid to that passed in", HandleSetPrimCmd);
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool ShouldHandleCmd() {
|
private bool ShouldHandleCmd ()
|
||||||
|
{
|
||||||
return m_scene.ConsoleScene () == m_scene;
|
return m_scene.ConsoleScene () == m_scene;
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool IsInWorldCmd( ref string [] args ) {
|
private bool IsInWorldCmd (ref string [] args)
|
||||||
|
{
|
||||||
bool retVal = false;
|
bool retVal = false;
|
||||||
|
|
||||||
if( args.Length > 0 && args[0].Equals("<ui>") ) {
|
if (args.Length > 0 && args [args.Length - 1].Equals ("<ui>")) {
|
||||||
retVal = true;
|
retVal = true;
|
||||||
}
|
}
|
||||||
return retVal;
|
return retVal;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ShowResponse(string response, bool inWorld) {
|
private void ShowResponse (string response, bool inWorld)
|
||||||
|
{
|
||||||
if (inWorld) {
|
if (inWorld) {
|
||||||
IClientAPI ownerAPI = null;
|
IClientAPI ownerAPI = null;
|
||||||
if (m_scene.TryGetClient (m_owner, out ownerAPI)) {
|
if (m_scene.TryGetClient (m_owner, out ownerAPI)) {
|
||||||
|
@ -248,7 +244,14 @@ namespace Flocking
|
||||||
public void HandleSetSizeCmd (string module, string[] args)
|
public void HandleSetSizeCmd (string module, string[] args)
|
||||||
{
|
{
|
||||||
if (ShouldHandleCmd ()) {
|
if (ShouldHandleCmd ()) {
|
||||||
m_log.Info("set size not implemented yet");
|
lock( m_sync ) {
|
||||||
|
//m_enabled = false;
|
||||||
|
//m_log.Info( args );
|
||||||
|
int newSize = Convert.ToInt32(args[1]);
|
||||||
|
m_model.Size = newSize;
|
||||||
|
m_view.Clear();
|
||||||
|
//m_enabled = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -260,13 +263,13 @@ namespace Flocking
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void HandleSetPrimCmd (string module, string[] args)
|
public void HandleSetPrimCmd (string module, string[] args)
|
||||||
{
|
{
|
||||||
if (ShouldHandleCmd ()) {
|
if (ShouldHandleCmd ()) {
|
||||||
m_log.Info ("set prim not implemented yet");
|
m_log.Info ("set prim not implemented yet");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
|
||||||
|
@ -279,8 +282,6 @@ namespace Flocking
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public Type ReplaceableInterface {
|
public Type ReplaceableInterface {
|
||||||
get { return null; }
|
get { return null; }
|
||||||
}
|
}
|
||||||
|
|
|
@ -84,7 +84,8 @@ namespace Flocking
|
||||||
}
|
}
|
||||||
|
|
||||||
Quaternion rotation = CalcRotationToEndpoint (sog, sog.AbsolutePosition, boid.Location);
|
Quaternion rotation = CalcRotationToEndpoint (sog, sog.AbsolutePosition, boid.Location);
|
||||||
sog.UpdateGroupRotationPR (boid.Location, rotation);
|
sog.UpdateGroupPosition(boid.Location);
|
||||||
|
sog.UpdateGroupRotationR (rotation);
|
||||||
}
|
}
|
||||||
|
|
||||||
private static Quaternion CalcRotationToEndpoint (SceneObjectGroup copy, Vector3 sv, Vector3 ev)
|
private static Quaternion CalcRotationToEndpoint (SceneObjectGroup copy, Vector3 sv, Vector3 ev)
|
||||||
|
|
Loading…
Reference in New Issue