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