encapsulated parameters that control flock behaviour
parent
c1109c1810
commit
bf2061a391
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@ -0,0 +1,19 @@
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using System;
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namespace Flocking
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{
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public struct FlockParameters
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{
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public int flockSize;
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public float maxSpeed;
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public float maxForce;
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public float neighbourDistance;
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public float desiredSeparation;
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public float tolerance;
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public float separationWeighting;
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public float alignmentWeighting;
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public float cohesionWeighting;
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public float lookaheadDistance;
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}
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}
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@ -35,17 +35,7 @@ namespace Flocking
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{
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private List<Boid> m_flock = new List<Boid>();
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private FlowField m_flowField;
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private float m_maxSpeed;
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private float m_maxForce;
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private float m_neighbourDistance;
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private float m_desiredSeparation;
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private float m_tolerance;
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private float m_separationWeighting = 1.5f;
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private float m_alignmentWeighting = 1f;
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private float m_cohesionWeighting = 1f;
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private float m_lookaheadDistance = 100f;
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private FlockParameters m_parameters;
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private Random m_rnd = new Random(Environment.TickCount);
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public int Size {
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@ -59,12 +49,8 @@ namespace Flocking
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}
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}
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public FlockingModel( float maxSpeed, float maxForce, float neighbourDistance, float desiredSeparation, float tolerance ) {
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m_maxSpeed = maxSpeed;
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m_maxForce = maxForce;
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m_neighbourDistance = neighbourDistance;
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m_desiredSeparation = desiredSeparation;
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m_tolerance = tolerance;
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public FlockingModel( FlockParameters parameters ) {
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m_parameters = parameters;
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}
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void AddBoid (string name)
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@ -82,57 +68,58 @@ namespace Flocking
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}
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public float MaxSpeed {
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get {return m_maxSpeed;}
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get {return m_parameters.maxSpeed;}
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}
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public float MaxForce {
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get {return m_maxForce;}
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get {return m_parameters.maxForce;}
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}
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public float NeighbourDistance {
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get {return m_neighbourDistance;}
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get {return m_parameters.neighbourDistance;}
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}
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public float DesiredSeparation {
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get {return m_desiredSeparation;}
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get {return m_parameters.desiredSeparation;}
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}
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public float Tolerance {
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get {return m_tolerance;}
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get {return m_parameters.tolerance;}
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}
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public float SeparationWeighting {
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get{ return m_separationWeighting; }
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set{ m_separationWeighting = value;}
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get{ return m_parameters.separationWeighting; }
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set{ m_parameters.separationWeighting = value;}
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}
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public float AlignmentWeighting {
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get{ return m_alignmentWeighting; }
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set{ m_alignmentWeighting = value;}
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get{ return m_parameters.alignmentWeighting; }
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set{ m_parameters.alignmentWeighting = value;}
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}
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public float CohesionWeighting {
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get{ return m_cohesionWeighting; }
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set{ m_cohesionWeighting = value;}
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get{ return m_parameters.cohesionWeighting; }
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set{ m_parameters.cohesionWeighting = value;}
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}
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public float LookaheadDistance {
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get { return m_lookaheadDistance; }
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set { m_lookaheadDistance = value;}
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get { return m_parameters.lookaheadDistance; }
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set { m_parameters.lookaheadDistance = value;}
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}
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public void Initialise (int num, FlowField flowField)
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public void Initialise (FlowField flowField)
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{
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m_flowField = flowField;
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for (int i = 0; i < num; i++) {
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for (int i = 0; i < m_parameters.flockSize; i++) {
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AddBoid ("boid"+i );
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}
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}
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public List<Boid> GetNeighbours(Boid boid) {
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return m_flock.FindAll(delegate(Boid other) {
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return (boid != other) && (Utils.GetDistanceTo (boid.Location, other.Location) < m_neighbourDistance);
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return m_flock.FindAll(delegate(Boid other)
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{
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return (boid != other) && (Utils.GetDistanceTo (boid.Location, other.Location) < m_parameters.neighbourDistance);
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});
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}
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@ -54,17 +54,8 @@ namespace Flocking
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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 int m_flockSize = 100;
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private float m_maxSpeed;
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private float m_maxForce;
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private float m_neighbourDistance;
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private float m_desiredSeparation;
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private float m_tolerance;
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private float m_separationWeighting = 1.5f;
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private float m_alignmentWeighting = 1f;
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private float m_cohesionWeighting = 1f;
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private float m_lookaheadDistance = 100f;
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private ChatCommandParser m_chatCommandParser;
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private FlockParameters m_parameters;
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private UUID m_owner;
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@ -80,17 +71,18 @@ namespace Flocking
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if (config != null) {
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m_chatChannel = config.GetInt ("chat-channel", 118);
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m_boidPrim = config.GetString ("boid-prim", "boidPrim");
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m_flockSize = config.GetInt ("flock-size", 100);
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m_maxSpeed = config.GetFloat("max-speed", 3f);
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m_maxForce = config.GetFloat("max-force", 0.25f);
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m_neighbourDistance = config.GetFloat("neighbour-dist", 25f);
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m_desiredSeparation = config.GetFloat("desired-separation", 20f);
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m_tolerance = config.GetFloat("tolerance", 5f);
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m_separationWeighting = config.GetFloat("separation-weighting", 1.5f);
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m_alignmentWeighting = config.GetFloat("alignment-weighting", 1f);
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m_cohesionWeighting = config.GetFloat("cohesion-weighting", 1f);
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m_lookaheadDistance = config.GetFloat("lookahead-dist",100f);
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m_parameters = new FlockParameters();
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m_parameters.flockSize = config.GetInt ("flock-size", 100);
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m_parameters.maxSpeed = config.GetFloat("max-speed", 3f);
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m_parameters.maxForce = config.GetFloat("max-force", 0.25f);
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m_parameters.neighbourDistance = config.GetFloat("neighbour-dist", 25f);
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m_parameters.desiredSeparation = config.GetFloat("desired-separation", 20f);
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m_parameters.tolerance = config.GetFloat("tolerance", 5f);
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m_parameters.separationWeighting = config.GetFloat("separation-weighting", 1.5f);
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m_parameters.alignmentWeighting = config.GetFloat("alignment-weighting", 1f);
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m_parameters.cohesionWeighting = config.GetFloat("cohesion-weighting", 1f);
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m_parameters.lookaheadDistance = config.GetFloat("lookahead-dist", 100f);
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// we're in the config - so turn on this module
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m_enabled = true;
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@ -111,11 +103,8 @@ namespace Flocking
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m_scene.EventManager.OnChatFromClient += m_chatCommandParser.SimChatSent; //listen for commands sent from the client
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// init module
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m_model = new FlockingModel (m_maxSpeed, m_maxForce, m_neighbourDistance, m_desiredSeparation, m_tolerance);
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m_model.SeparationWeighting = m_separationWeighting;
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m_model.AlignmentWeighting = m_alignmentWeighting;
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m_model.CohesionWeighting = m_cohesionWeighting;
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m_model.LookaheadDistance = m_lookaheadDistance;
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m_model = new FlockingModel (m_parameters);
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m_view = new FlockingView (m_scene);
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m_view.BoidPrim = m_boidPrim;
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}
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@ -134,7 +123,7 @@ namespace Flocking
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FlowField field = new FlowField(scene, new Vector3(128f, 128f, 128f), 200, 200, 200);
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// Generate initial flock values
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m_model.Initialise (m_flockSize, field);
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m_model.Initialise (field);
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// who is the owner for the flock in this region
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m_owner = m_scene.RegionInfo.EstateSettings.EstateOwner;
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