fixed up in world command handling somewhat, added parser
parent
cdbac1c921
commit
c1109c1810
135
Flocking/Boid.cs
135
Flocking/Boid.cs
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@ -28,6 +28,7 @@ using System;
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using System.Collections.Generic;
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using log4net;
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using OpenMetaverse;
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using Utils = OpenSim.Framework.Util;
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namespace Flocking
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{
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@ -74,7 +75,7 @@ namespace Flocking
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public Vector3 Velocity {
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get { return m_vel;}
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}
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public String Id {
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get {return m_id;}
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}
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@ -85,10 +86,11 @@ namespace Flocking
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/// <param name='boids'>
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/// Boids. all the other chaps in the scene
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/// </param>
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public void MoveInSceneRelativeToFlock (List<Boid> boids)
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public void MoveInSceneRelativeToFlock ()
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{
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List<Boid> neighbours = m_model.GetNeighbours(this);
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// we would like to stay with our mates
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Flock (boids);
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Flock (neighbours);
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// our first priority is to not hurt ourselves
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// so adjust where we would like to go to avoid hitting things
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@ -102,10 +104,9 @@ namespace Flocking
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UpdatePositionInScene ();
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}
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/// <summary>
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/// Move within our flock
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///
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/// Move within our local flock
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/// We accumulate a new acceleration each time based on three rules
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/// these are:
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/// our separation from our closest neighbours,
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@ -113,28 +114,22 @@ namespace Flocking
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/// our desire to move towards the flock centre
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///
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/// </summary>
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void Flock (List<Boid> boids)
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void Flock (List<Boid> neighbours)
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{
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// calc the force vectors on this boid
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Vector3 sep = Separate (boids); // Separation
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Vector3 ali = Align (boids); // Alignment
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Vector3 coh = Cohesion (boids); // Cohesion
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Vector3 sep = Separate (neighbours); // Separation
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Vector3 ali = Align (neighbours); // Alignment
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Vector3 coh = Cohesion (neighbours); // Cohesion
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// Arbitrarily weight these forces
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//TODO: expose these consts
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sep *= 1.5f; //.mult(1.5);
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//ali.mult(1.0);
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ali *= 1.0f;
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//coh.mult(1.0);
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coh *= 1.0f;
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sep *= m_model.SeparationWeighting;
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ali *= m_model.AlignmentWeighting;
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coh *= m_model.CohesionWeighting;
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// Add the force vectors to the current acceleration of the boid
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//acc.add(sep);
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m_acc += sep;
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//acc.add(ali);
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m_acc += ali;
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//acc.add(coh);
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m_acc += coh;
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}
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@ -149,10 +144,8 @@ namespace Flocking
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void UpdatePositionInScene ()
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{
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// Update velocity
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//vel.add(acc);
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m_vel += m_acc;
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// Limit speed
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//m_vel.limit(maxspeed);
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m_vel = Util.Limit (m_vel, m_model.MaxSpeed);
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m_loc += m_vel;
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// Reset accelertion to 0 each cycle
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@ -186,27 +179,24 @@ namespace Flocking
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/// Takes a second argument, if true, it slows down as it approaches the target
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Vector3 Steer (Vector3 target, bool slowdown)
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{
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Vector3 steer; // The steering vector
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Vector3 desired = Vector3.Subtract(target, m_loc); // A vector pointing from the location to the target
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float d = desired.Length (); // Distance from the target is the magnitude of the vector
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Vector3 steer = Vector3.Zero; // The steering vector
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Vector3 desired = target - m_loc; // A vector pointing from the location to the target
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float distance = desired.Length (); // Distance from the target is the magnitude of the vector
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// If the distance is greater than 0, calc steering (otherwise return zero vector)
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if (d > 0) {
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if (distance > 0) {
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// Normalize desired
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desired.Normalize ();
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// Two options for desired vector magnitude (1 -- based on distance, 2 -- maxspeed)
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if ((slowdown) && (d < 100.0f)) {
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desired *= (m_model.MaxSpeed * (d / 100.0f)); // This damping is somewhat arbitrary
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if ((slowdown) && (distance < m_model.LookaheadDistance )) {
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desired *= (m_model.MaxSpeed * (distance / m_model.LookaheadDistance)); // This damping is somewhat arbitrary
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} else {
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desired *= m_model.MaxSpeed;
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}
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// Steering = Desired minus Velocity
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//steer = target.sub(desired,m_vel);
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steer = Vector3.Subtract (desired, m_vel);
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steer = desired - m_vel;
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//steer.limit(maxforce); // Limit to maximum steering force
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steer = Util.Limit (steer, m_model.MaxForce);
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} else {
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steer = Vector3.Zero;
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}
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}
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return steer;
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}
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@ -226,40 +216,37 @@ namespace Flocking
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/// keeps us a respectable distance from our closest neighbours whilst still
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/// being part of our local flock
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/// </summary>
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/// <param name='boids'>
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/// <param name='neighbours'>
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/// Boids. all the boids in the scene
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/// </param>
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Vector3 Separate (List<Boid> boids)
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Vector3 Separate (List<Boid> neighbours)
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{
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Vector3 steer = new Vector3 (0, 0, 0);
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int count = 0;
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// For every boid in the system, check if it's too close
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foreach (Boid other in boids) {
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float d = Vector3.Distance (m_loc, other.Location);
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// If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
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if ((d > 0) && (d < m_model.DesiredSeparation)) {
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// Calculate vector pointing away from neighbor
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Vector3 diff = Vector3.Subtract (m_loc, other.Location);
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diff.Normalize ();
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diff = Vector3.Divide (diff, d);
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steer = Vector3.Add (steer, diff);
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count++; // Keep track of how many
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}
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}
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// Average -- divide by how many
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if (count > 0) {
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steer /= (float)count;
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}
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// As long as the vector is greater than 0
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if (steer.Length () > 0) {
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float desired = m_model.DesiredSeparation;
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//who are we too close to at the moment
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List<Boid> tooCloseNeighbours = neighbours.FindAll( delegate(Boid neighbour) {
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// Is the distance is less than an arbitrary amount
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return Utils.GetDistanceTo (m_loc, neighbour.Location) < desired;
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});
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// move a bit away from them
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Vector3 steer = Vector3.Zero;
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tooCloseNeighbours.ForEach( delegate(Boid neighbour) {
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// Calculate vector pointing away from neighbor
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Vector3 diff = m_loc - neighbour.Location;
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steer += Utils.GetNormalizedVector(diff) / (float)Utils.GetDistanceTo (m_loc, neighbour.Location);
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});
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if( steer.Length () > 0 ) {
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// Average -- divide by how many
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steer /= (float)tooCloseNeighbours.Count;
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// Implement Reynolds: Steering = Desired - Velocity
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steer.Normalize ();
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steer *= m_model.MaxSpeed;
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steer -= m_vel;
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//steer.limit(maxforce);
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//don't go too fast;
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steer = Util.Limit (steer, m_model.MaxForce);
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}
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}
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return steer;
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}
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@ -273,15 +260,14 @@ namespace Flocking
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/// </param>
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Vector3 Align (List<Boid> boids)
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{
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Vector3 steer = new Vector3 (0, 0, 0);
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int count = 0;
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foreach (Boid other in boids) {
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float d = Vector3.Distance (m_loc, other.Location);
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if ((d > 0) && (d < m_model.NeighbourDistance)) {
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steer += other.Velocity;
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count++;
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}
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}
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Vector3 steer = Vector3.Zero;
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boids.ForEach( delegate( Boid other ) {
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steer += other.Velocity;
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});
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int count = boids.Count;
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if (count > 0) {
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steer /= (float)count;
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}
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@ -303,22 +289,19 @@ namespace Flocking
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/// MAintain the cohesion of our local flock
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/// For the average location (i.e. center) of all nearby boids, calculate our steering vector towards that location
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/// </summary>
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/// <param name='boids'>
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/// <param name='neighbours'>
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/// Boids. the boids in the scene
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/// </param>
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Vector3 Cohesion (List<Boid> boids)
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Vector3 Cohesion (List<Boid> neighbours)
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{
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Vector3 sum = Vector3.Zero; // Start with empty vector to accumulate all locations
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int count = 0;
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foreach (Boid other in boids) {
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float d = Vector3.Distance (m_loc, other.Location);
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if ((d > 0) && (d < m_model.NeighbourDistance)) {
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sum += other.Location; // Add location
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count++;
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}
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}
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neighbours.ForEach( delegate(Boid other) {
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sum += other.Location; // Add location
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});
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int count = neighbours.Count;
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if (count > 0) {
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sum /= (float)count;
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return Steer (sum, false); // Steer towards the location
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@ -0,0 +1,127 @@
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using System;
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using System.Collections.Generic;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Framework.Interfaces;
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namespace Flocking
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{
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public delegate void BoidCmdDelegate (string module,string[] args);
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public class BoidCmdDefn
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{
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public string Help = "";
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public string Args = "";
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public int NumParams = 0;
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string m_name;
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public BoidCmdDefn (string name, string args, string help)
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{
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Help = help;
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Args = args;
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m_name = name;
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if (args.Trim ().Length > 0) {
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NumParams = args.Split (", ".ToCharArray ()).Length;
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} else {
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NumParams = 0;
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}
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}
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public string GetSyntax ()
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{
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return m_name + " " + Args + " (" + Help + ")";
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}
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}
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public class ChatCommandParser
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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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private string m_name;
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private Scene m_scene;
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private int m_chatChannel;
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private Dictionary<string, BoidCmdDelegate> m_commandMap = new Dictionary<string, BoidCmdDelegate> ();
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private Dictionary<string, BoidCmdDefn> m_syntaxMap = new Dictionary<string, BoidCmdDefn> ();
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public ChatCommandParser (IRegionModuleBase module, Scene scene, int channel)
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{
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m_name = module.Name;
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m_scene = scene;
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m_chatChannel = channel;
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}
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public void AddCommand (string cmd, string args, string help, CommandDelegate fn)
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{
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m_commandMap.Add (cmd, new BoidCmdDelegate (fn));
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m_syntaxMap.Add (cmd, new BoidCmdDefn (cmd, args, help));
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}
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public void SimChatSent (Object x, OSChatMessage msg)
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{
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if (m_scene.ConsoleScene () != m_scene || msg.Channel != m_chatChannel)
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return; // not for us
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// try and parse a valid cmd from this msg
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string cmd = msg.Message.ToLower ();
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//stick ui in the args so we know to respond in world
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//bit of a hack - but lets us use CommandDelegate inWorld
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string[] args = (cmd + " <ui>").Split (" ".ToCharArray ());
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BoidCmdDefn defn = null;
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if (m_syntaxMap.TryGetValue (args [0], out defn)) {
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if (CorrectSignature (args, defn)) {
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// we got the signature of the command right
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BoidCmdDelegate del = null;
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if (m_commandMap.TryGetValue (args [0], out del)) {
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del (m_name, args);
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} else {
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// we don't understand this command
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// shouldn't happen
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m_log.ErrorFormat ("Unable to invoke command {0}", args [0]);
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RespondToMessage (msg, "Unable to invoke command " + args [0]);
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}
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} else {
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// we recognise the command, but we got the call wrong
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RespondToMessage (msg, "wrong syntax: " + defn.GetSyntax ());
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}
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} else {
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// this is not a command we recognise
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RespondToMessage (msg, args [0] + " is not a valid command for osboids");
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}
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}
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private bool CorrectSignature (string[] args, BoidCmdDefn defn)
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{
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// args contain cmd name at 0 and <ui> tagged in last pos
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return args.Length - 2 == defn.NumParams;
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}
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public void RespondToMessage (OSChatMessage msg, string message)
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{
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m_log.Debug ("sending response -> " + message);
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IClientAPI sender = msg.Sender;
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sender.SendChatMessage (message, (byte)ChatTypeEnum.Say, msg.Position, "osboids", msg.SenderUUID, (byte)ChatSourceType.Agent, (byte)ChatAudibleLevel.Fully);
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}
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public void SendMessage (ScenePresence recipient, string message)
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{
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IClientAPI ownerAPI = recipient.ControllingClient;
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ownerAPI.SendChatMessage (message,
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(byte)ChatTypeEnum.Say,
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recipient.AbsolutePosition,
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"osboids",
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recipient.UUID,
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(byte)ChatSourceType.Agent,
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(byte)ChatAudibleLevel.Fully
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);
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}
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}
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}
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@ -24,6 +24,7 @@
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<include name="FlowFieldTest.cs" />
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<include name="FlowMap.cs" />
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<include name="Util.cs" />
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<include name="VectorTest.cs" />
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</sources>
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<references basedir="${project::get-base-directory()}">
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<lib>
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@ -27,6 +27,7 @@
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using Utils = OpenSim.Framework.Util;
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namespace Flocking
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{
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@ -39,6 +40,11 @@ namespace Flocking
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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 Random m_rnd = new Random(Environment.TickCount);
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@ -95,6 +101,26 @@ namespace Flocking
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get {return m_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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}
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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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}
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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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}
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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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}
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public void Initialise (int num, FlowField flowField)
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{
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@ -103,12 +129,19 @@ namespace Flocking
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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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});
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}
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public List<Boid> UpdateFlockPos ()
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{
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foreach (Boid b in m_flock) {
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b.MoveInSceneRelativeToFlock(m_flock); // Passing the entire list of boids to each boid individually
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}
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m_flock.ForEach( delegate(Boid boid) {
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boid.MoveInSceneRelativeToFlock();
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} );
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return m_flock;
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}
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@ -60,6 +60,11 @@ namespace Flocking
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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 UUID m_owner;
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@ -81,6 +86,10 @@ namespace Flocking
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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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// we're in the config - so turn on this module
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@ -94,27 +103,33 @@ namespace Flocking
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m_scene = scene;
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if (m_enabled) {
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//register commands
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m_chatCommandParser = new ChatCommandParser(this, scene, m_chatChannel);
|
||||
RegisterCommands ();
|
||||
|
||||
//register handlers
|
||||
m_scene.EventManager.OnFrame += FlockUpdate;
|
||||
m_scene.EventManager.OnChatFromClient += SimChatSent; //listen for commands sent from the client
|
||||
m_scene.EventManager.OnChatFromClient += m_chatCommandParser.SimChatSent; //listen for commands sent from the client
|
||||
|
||||
// init module
|
||||
m_model = new FlockingModel (m_maxSpeed, m_maxForce, m_neighbourDistance, m_desiredSeparation, m_tolerance);
|
||||
m_model.SeparationWeighting = m_separationWeighting;
|
||||
m_model.AlignmentWeighting = m_alignmentWeighting;
|
||||
m_model.CohesionWeighting = m_cohesionWeighting;
|
||||
m_model.LookaheadDistance = m_lookaheadDistance;
|
||||
m_view = new FlockingView (m_scene);
|
||||
m_view.BoidPrim = m_boidPrim;
|
||||
}
|
||||
}
|
||||
|
||||
void chatCom (object sender, OSChatMessage chat)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void RegionLoaded (Scene scene)
|
||||
{
|
||||
if (m_enabled) {
|
||||
|
||||
//make a flow map for this scene
|
||||
//FlowMap flowMap = new FlowMap(scene );
|
||||
//flowMap.Initialise();
|
||||
|
||||
//build a proper flow field based on the scene
|
||||
FlowField field = new FlowField(scene, new Vector3(128f, 128f, 128f), 200, 200, 200);
|
||||
|
||||
|
@ -134,7 +149,7 @@ namespace Flocking
|
|||
{
|
||||
if (m_enabled) {
|
||||
m_scene.EventManager.OnFrame -= FlockUpdate;
|
||||
m_scene.EventManager.OnChatFromClient -= SimChatSent;
|
||||
m_scene.EventManager.OnChatFromClient -= m_chatCommandParser.SimChatSent;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -155,9 +170,6 @@ namespace Flocking
|
|||
if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready || !m_enabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
//m_log.InfoFormat("update my boids");
|
||||
|
||||
// work out where everyone has moved to
|
||||
// and tell the scene to render the new positions
|
||||
lock( m_sync ) {
|
||||
|
@ -166,34 +178,6 @@ namespace Flocking
|
|||
}
|
||||
}
|
||||
|
||||
protected void SimChatSent (Object x, OSChatMessage msg)
|
||||
{
|
||||
if (m_scene.ConsoleScene () != m_scene || msg.Channel != m_chatChannel)
|
||||
return; // not for us
|
||||
|
||||
// try and parse a valid cmd from this msg
|
||||
string cmd = msg.Message.ToLower ();
|
||||
|
||||
//stick ui in the args so we know to respond in world
|
||||
//bit of a hack - but lets us use CommandDelegate inWorld
|
||||
string[] args = (cmd + " <ui>").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);
|
||||
} else if (cmd.StartsWith ("framerate")) {
|
||||
HandleSetFrameRateCmd ("flock", args);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Command Handling
|
||||
|
@ -205,6 +189,7 @@ namespace Flocking
|
|||
argStr = " <" + args + "> ";
|
||||
}
|
||||
m_scene.AddCommand (this, "flock-" + cmd, "flock-" + cmd + argStr, help, fn);
|
||||
m_chatCommandParser.AddCommand(cmd, args, help, fn);
|
||||
}
|
||||
|
||||
private void RegisterCommands ()
|
||||
|
@ -215,6 +200,7 @@ namespace Flocking
|
|||
AddCommand ("stats", "", "show flocking stats", HandleShowStatsCmd);
|
||||
AddCommand ("prim", "name", "set the prim used for each boid to that passed in", HandleSetPrimCmd);
|
||||
AddCommand ("framerate", "num", "[debugging] only update boids every <num> frames", HandleSetFrameRateCmd);
|
||||
AddCommand ("set", "name, value", "change the flock dynamics", HandleSetParameterCmd);
|
||||
}
|
||||
|
||||
private bool ShouldHandleCmd ()
|
||||
|
@ -235,15 +221,19 @@ namespace Flocking
|
|||
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);
|
||||
}
|
||||
ScenePresence owner = m_scene.GetScenePresence(m_owner);
|
||||
m_chatCommandParser.SendMessage(owner, response);
|
||||
} else {
|
||||
MainConsole.Instance.Output (response);
|
||||
}
|
||||
}
|
||||
|
||||
public void HandleSetParameterCmd(string module, string[] args)
|
||||
{
|
||||
if (ShouldHandleCmd ()) {
|
||||
}
|
||||
}
|
||||
|
||||
public void HandleStopCmd (string module, string[] args)
|
||||
{
|
||||
if (ShouldHandleCmd ()) {
|
||||
|
|
|
@ -57,25 +57,24 @@ namespace Flocking
|
|||
public void Clear ()
|
||||
{
|
||||
//trash everything we have
|
||||
foreach (string name in m_sogMap.Keys)
|
||||
{
|
||||
RemoveSOGFromScene(name);
|
||||
}
|
||||
List<string> current = new List<string> (m_sogMap.Keys);
|
||||
current.ForEach (delegate(string name) {
|
||||
RemoveSOGFromScene(name);
|
||||
});
|
||||
m_sogMap.Clear();
|
||||
}
|
||||
|
||||
public void Render (List<Boid> boids)
|
||||
{
|
||||
foreach (Boid boid in boids) {
|
||||
DrawBoid (boid);
|
||||
}
|
||||
boids.ForEach(delegate( Boid boid ) {
|
||||
DrawBoid (boid);
|
||||
});
|
||||
}
|
||||
|
||||
private void DrawBoid (Boid boid)
|
||||
{
|
||||
SceneObjectPart existing = m_scene.GetSceneObjectPart (boid.Id);
|
||||
|
||||
|
||||
SceneObjectGroup sog;
|
||||
if (existing == null) {
|
||||
SceneObjectGroup group = findByName (m_boidPrim);
|
||||
|
@ -86,20 +85,24 @@ namespace Flocking
|
|||
sog = existing.ParentGroup;
|
||||
}
|
||||
|
||||
Quaternion rotation = CalcRotationToEndpoint (sog, sog.AbsolutePosition, boid.Location);
|
||||
Quaternion rotation = CalcRotationToEndpoint (sog, boid.Location);
|
||||
sog.UpdateGroupRotationPR( boid.Location, rotation);
|
||||
}
|
||||
|
||||
private static Quaternion CalcRotationToEndpoint (SceneObjectGroup copy, Vector3 sv, Vector3 ev)
|
||||
private static Quaternion CalcRotationToEndpoint (SceneObjectGroup sog, Vector3 ev)
|
||||
{
|
||||
//llSetRot(llRotBetween(<1,0,0>,llVecNorm(targetPosition - llGetPos())));
|
||||
// boid wil fly x forwards and Z up
|
||||
Vector3 sv = sog.AbsolutePosition;
|
||||
|
||||
Vector3 currDirVec = Vector3.UnitX;
|
||||
Vector3 desiredDirVec = Vector3.Subtract (ev, sv);
|
||||
desiredDirVec.Normalize ();
|
||||
|
||||
Quaternion rot = Vector3.RotationBetween (currDirVec, desiredDirVec);
|
||||
|
||||
//TODO: if we turn upside down, flip us over by rotating along Y
|
||||
|
||||
return rot;
|
||||
}
|
||||
|
||||
|
@ -113,13 +116,9 @@ namespace Flocking
|
|||
|
||||
private SceneObjectGroup findByName (string name)
|
||||
{
|
||||
SceneObjectGroup retVal = null;
|
||||
foreach (EntityBase e in m_scene.GetEntities()) {
|
||||
if (e.Name == name) {
|
||||
retVal = (SceneObjectGroup)e;
|
||||
break;
|
||||
}
|
||||
}
|
||||
SceneObjectGroup retVal = (SceneObjectGroup)m_scene.Entities.Find (delegate( EntityBase e ) {
|
||||
return (e.Name == name) && (e is SceneObjectGroup);
|
||||
});
|
||||
|
||||
// can't find it so make a default one
|
||||
if (retVal == null) {
|
||||
|
|
|
@ -64,11 +64,9 @@ namespace Flocking
|
|||
for( int x = 0; x < size.X; x++ ) {
|
||||
for( int y = 0; y < size.Y; y++ ) {
|
||||
for( int z = 0; z < size.Z; z++ ) {
|
||||
if( IsWithinFlowField(
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,23 @@
|
|||
using System;
|
||||
using OpenMetaverse;
|
||||
using NUnit.Framework;
|
||||
|
||||
namespace Flocking
|
||||
{
|
||||
[TestFixture()]
|
||||
public class VectorTest
|
||||
{
|
||||
[Test()]
|
||||
public void TestCase ()
|
||||
{
|
||||
Vector3 [,] field = new Vector3[3,3];
|
||||
Vector2 start = new Vector2(0f, 0f);
|
||||
Assert.That( field[1,1].Z == 0 );
|
||||
|
||||
field[1,0] = Vector3.UnitZ;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue