diff --git a/CHANGES.txt b/CHANGES.txt
deleted file mode 100644
index f59752c..0000000
--- a/CHANGES.txt
+++ /dev/null
@@ -1,14 +0,0 @@
-
-08/07/2011 - Initial pre alpha release
- Basic Flocking algos implemented
- Border avoidance not so good
- No configuration capabilities
-
-09/07/2011
- Fixed Boid rotation, boid now orients with direction of travel
- added command handlers for both console and inworld chat channel
- added commands for setting size of flock, prim to use for boid
- added commands to start and stop the boids flocking
-
-13/07/2011
- added more documentation
diff --git a/CONTRIBUTORS.txt b/CONTRIBUTORS.txt
deleted file mode 100644
index 0ecda72..0000000
--- a/CONTRIBUTORS.txt
+++ /dev/null
@@ -1,4 +0,0 @@
-The following people have contributed to the development of the osboids module
-
-* Jon Cundill - initial implementation
-
diff --git a/Flocking.dll b/Flocking.dll
deleted file mode 100755
index ff146ba..0000000
Binary files a/Flocking.dll and /dev/null differ
diff --git a/Flocking.dll.mdb b/Flocking.dll.mdb
deleted file mode 100644
index dcf561b..0000000
Binary files a/Flocking.dll.mdb and /dev/null differ
diff --git a/Flocking/Boid.cs b/Flocking/Boid.cs
deleted file mode 100644
index 147ce20..0000000
--- a/Flocking/Boid.cs
+++ /dev/null
@@ -1,313 +0,0 @@
-/*
- * Copyright (c) Contributors, https://github.com/jonc/osboids
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-using System;
-using System.Collections.Generic;
-using log4net;
-using OpenMetaverse;
-using Utils = OpenSim.Framework.Util;
-
-namespace Flocking
-{
- public class Boid
- {
- private static readonly ILog m_log = LogManager.GetLogger (System.Reflection.MethodBase.GetCurrentMethod ().DeclaringType);
- private string m_id;
-
- private Vector3 m_loc;
- private Vector3 m_vel;
- private Vector3 m_acc;
- private Random m_rndnums = new Random (Environment.TickCount);
-
- private FlockingModel m_model;
- private FlowField m_flowField;
-
-
- ///
- /// Initializes a new instance of the class.
- ///
- ///
- /// L. the initial position of this boid
- ///
- ///
- /// Ms. max speed this boid can attain
- ///
- ///
- /// Mf. max force / acceleration this boid can extert
- ///
- public Boid (string id, FlockingModel model, FlowField flowField)
- {
- m_id = id;
- m_acc = Vector3.Zero;
- m_vel = new Vector3 (m_rndnums.Next (-1, 1), m_rndnums.Next (-1, 1), m_rndnums.Next (-1, 1));
- m_model = model;
- m_flowField = flowField;
- }
-
- public Vector3 Location {
- get { return m_loc;}
- set { m_loc = value; }
- }
-
- public Vector3 Velocity {
- get { return m_vel;}
- }
-
- public String Id {
- get {return m_id;}
- }
-
- ///
- /// Moves our boid in the scene relative to the rest of the flock.
- ///
- ///
- /// Boids. all the other chaps in the scene
- ///
- public void MoveInSceneRelativeToFlock ()
- {
- List neighbours = m_model.GetNeighbours(this);
- // we would like to stay with our mates
- Flock (neighbours);
-
- // our first priority is to not hurt ourselves
- // so adjust where we would like to go to avoid hitting things
- AvoidObstacles ();
-
- // then we want to avoid any threats
- // this not implemented yet
-
-
- // ok so we worked our where we want to go, so ...
- UpdatePositionInScene ();
-
- }
-
- ///
- /// Move within our local flock
- /// 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
- ///
- ///
- void Flock (List neighbours)
- {
-
- // calc the force vectors on this boid
- Vector3 sep = Separate (neighbours); // Separation
- Vector3 ali = Align (neighbours); // Alignment
- Vector3 coh = Cohesion (neighbours); // Cohesion
-
- // Arbitrarily weight these forces
- sep *= m_model.SeparationWeighting;
- ali *= m_model.AlignmentWeighting;
- coh *= m_model.CohesionWeighting;
-
- // Add the force vectors to the current acceleration of the boid
- m_acc += sep;
- m_acc += ali;
- m_acc += coh;
- }
-
-
- ///
- /// 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
- ///
- ///
- void UpdatePositionInScene ()
- {
- // Update velocity
- m_vel += m_acc;
- // Limit speed
- m_vel = Util.Limit (m_vel, m_model.MaxSpeed);
- m_loc += m_vel;
- // Reset accelertion to 0 each cycle
- m_acc *= 0.0f;
- }
-
- ///
- /// Seek the specified target. Move into that flock
- /// Accelerate us towards where we want to go
- ///
- ///
- /// Target. the position within the flock we would like to achieve
- ///
- void Seek (Vector3 target)
- {
- m_acc += Steer (target, false);
- }
-
- ///
- /// Arrive the specified target. Slow us down, as we are almost there
- ///
- ///
- /// Target. the flock we would like to think ourselves part of
- ///
- 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 = Vector3.Zero; // The steering vector
- Vector3 desired = target - m_loc; // A vector pointing from the location to the target
- float distance = 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 (distance > 0) {
- // Normalize desired
- desired.Normalize ();
- // Two options for desired vector magnitude (1 -- based on distance, 2 -- maxspeed)
- if ((slowdown) && (distance < m_model.LookaheadDistance )) {
- desired *= (m_model.MaxSpeed * (distance / m_model.LookaheadDistance)); // This damping is somewhat arbitrary
- } else {
- desired *= m_model.MaxSpeed;
- }
- // Steering = Desired minus Velocity
- steer = desired - m_vel;
- //steer.limit(maxforce); // Limit to maximum steering force
- steer = Util.Limit (steer, m_model.MaxForce);
- }
- return steer;
- }
-
-
- ///
- /// navigate away from whatever it is we are too close to
- ///
- void AvoidObstacles ()
- {
- //look tolerance metres ahead
- m_acc += m_flowField.AdjustVelocity( m_loc, m_vel, m_model.Tolerance );
- }
-
-
- ///
- /// Separate ourselves from the specified boids.
- /// keeps us a respectable distance from our closest neighbours whilst still
- /// being part of our local flock
- ///
- ///
- /// Boids. all the boids in the scene
- ///
- Vector3 Separate (List neighbours)
- {
- // For every boid in the system, check if it's too close
- float desired = m_model.DesiredSeparation;
- //who are we too close to at the moment
- List tooCloseNeighbours = neighbours.FindAll( delegate(Boid neighbour) {
- // Is the distance is less than an arbitrary amount
- return Utils.GetDistanceTo (m_loc, neighbour.Location) < desired;
- });
-
- // move a bit away from them
- Vector3 steer = Vector3.Zero;
- tooCloseNeighbours.ForEach( delegate(Boid neighbour) {
- // Calculate vector pointing away from neighbor
- Vector3 diff = m_loc - neighbour.Location;
- steer += Utils.GetNormalizedVector(diff) / (float)Utils.GetDistanceTo (m_loc, neighbour.Location);
- });
-
- if( steer.Length () > 0 ) {
- // Average -- divide by how many
- steer /= (float)tooCloseNeighbours.Count;
- // Implement Reynolds: Steering = Desired - Velocity
- steer.Normalize ();
- steer *= m_model.MaxSpeed;
- steer -= m_vel;
- //don't go too fast;
- steer = Util.Limit (steer, m_model.MaxForce);
- }
- return steer;
- }
-
- ///
- /// Align our boid within the flock.
- /// For every nearby boid in the system, calculate the average velocity
- /// and move us towards that - this keeps us moving with the flock.
- ///
- ///
- /// Boids. all the boids in the scene - we only really care about those in the neighbourdist
- ///
- Vector3 Align (List boids)
- {
- Vector3 steer = Vector3.Zero;
-
- boids.ForEach( delegate( Boid other ) {
- steer += other.Velocity;
- });
-
- int count = boids.Count;
-
- if (count > 0) {
- steer /= (float)count;
- }
-
- // As long as the vector is greater than 0
- if (steer.Length () > 0) {
- // Implement Reynolds: Steering = Desired - Velocity
- steer.Normalize ();
- steer *= m_model.MaxSpeed;
- steer -= m_vel;
- //steer.limit(maxforce);
- steer = Util.Limit (steer, m_model.MaxForce);
-
- }
- return steer;
- }
-
- ///
- /// MAintain the cohesion of our local flock
- /// For the average location (i.e. center) of all nearby boids, calculate our steering vector towards that location
- ///
- ///
- /// Boids. the boids in the scene
- ///
- Vector3 Cohesion (List neighbours)
- {
-
- Vector3 sum = Vector3.Zero; // Start with empty vector to accumulate all locations
-
- neighbours.ForEach( delegate(Boid other) {
- sum += other.Location; // Add location
- });
-
- int count = neighbours.Count;
- if (count > 0) {
- sum /= (float)count;
- return Steer (sum, false); // Steer towards the location
- }
- return sum;
- }
- }
-}
-
diff --git a/Flocking/ChatCommandParser.cs b/Flocking/ChatCommandParser.cs
deleted file mode 100644
index 7ec8123..0000000
--- a/Flocking/ChatCommandParser.cs
+++ /dev/null
@@ -1,127 +0,0 @@
-using System;
-using System.Collections.Generic;
-using log4net;
-using OpenMetaverse;
-using OpenSim.Framework;
-using OpenSim.Region.Framework.Scenes;
-using OpenSim.Framework.Console;
-using OpenSim.Region.Framework.Interfaces;
-
-namespace Flocking
-{
- public delegate void BoidCmdDelegate (string module,string[] args);
-
- public class BoidCmdDefn
- {
- public string Help = "";
- public string Args = "";
- public int NumParams = 0;
- string m_name;
-
- public BoidCmdDefn (string name, string args, string help)
- {
- Help = help;
- Args = args;
- m_name = name;
-
- if (args.Trim ().Length > 0) {
- NumParams = args.Split (",".ToCharArray ()).Length;
- } else {
- NumParams = 0;
- }
- }
-
- public string GetSyntax ()
- {
- return m_name + " " + Args + " (" + Help + ")";
- }
- }
-
- public class ChatCommandParser
- {
- private static readonly ILog m_log = LogManager.GetLogger (System.Reflection.MethodBase.GetCurrentMethod ().DeclaringType);
- private string m_name;
- private Scene m_scene;
- private int m_chatChannel;
- private Dictionary m_commandMap = new Dictionary ();
- private Dictionary m_syntaxMap = new Dictionary ();
-
- public ChatCommandParser (IRegionModuleBase module, Scene scene, int channel)
- {
- m_name = module.Name;
- m_scene = scene;
- m_chatChannel = channel;
- }
-
- public void AddCommand (string cmd, string args, string help, CommandDelegate fn)
- {
- m_commandMap.Add (cmd, new BoidCmdDelegate (fn));
- m_syntaxMap.Add (cmd, new BoidCmdDefn (cmd, args, help));
- }
-
- public 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 + " ").Split (" ".ToCharArray ());
-
- BoidCmdDefn defn = null;
- if (m_syntaxMap.TryGetValue (args [0], out defn)) {
- if (CorrectSignature (args, defn)) {
-
- // we got the signature of the command right
- BoidCmdDelegate del = null;
- if (m_commandMap.TryGetValue (args [0], out del)) {
- del (m_name, args);
- } else {
- // we don't understand this command
- // shouldn't happen
- m_log.ErrorFormat ("Unable to invoke command {0}", args [0]);
- RespondToMessage (msg, "Unable to invoke command " + args [0]);
- }
-
- } else {
- // we recognise the command, but we got the call wrong
- RespondToMessage (msg, "wrong syntax: " + defn.GetSyntax ());
- }
- } else {
- // this is not a command we recognise
- RespondToMessage (msg, args [0] + " is not a valid command for osboids");
- }
-
- }
-
- private bool CorrectSignature (string[] args, BoidCmdDefn defn)
- {
- // args contain cmd name at 0 and tagged in last pos
- return args.Length - 2 == defn.NumParams;
- }
-
- public void RespondToMessage (OSChatMessage msg, string message)
- {
- m_log.Debug ("sending response -> " + message);
- IClientAPI sender = msg.Sender;
- sender.SendChatMessage (message, (byte)ChatTypeEnum.Say, msg.Position, "osboids", msg.SenderUUID, (byte)ChatSourceType.Agent, (byte)ChatAudibleLevel.Fully);
- }
-
- public void SendMessage (ScenePresence recipient, string message)
- {
- IClientAPI ownerAPI = recipient.ControllingClient;
- ownerAPI.SendChatMessage (message,
- (byte)ChatTypeEnum.Say,
- recipient.AbsolutePosition,
- "osboids",
- recipient.UUID,
- (byte)ChatSourceType.Agent,
- (byte)ChatAudibleLevel.Fully
- );
- }
- }
-}
-
diff --git a/Flocking/FlockParameters.cs b/Flocking/FlockParameters.cs
deleted file mode 100644
index e1f20f6..0000000
--- a/Flocking/FlockParameters.cs
+++ /dev/null
@@ -1,81 +0,0 @@
-using System;
-using System.Collections.Generic;
-
-namespace Flocking
-{
- public class FlockParameters
- {
-// public int flockSize;
- public float maxSpeed;
- public float maxForce;
- public float neighbourDistance;
- public float desiredSeparation;
- public float tolerance;
- public float separationWeighting;
- public float alignmentWeighting;
- public float cohesionWeighting;
- public float lookaheadDistance;
- private Dictionary m_paramDescriptions = new Dictionary ();
-
- public FlockParameters() {
- m_paramDescriptions.Add("max-speed", "max distance boid will travel per frame");
- m_paramDescriptions.Add("max-force", "max acceleration od decelleration boid can exert");
- m_paramDescriptions.Add("neighbour-distance", "boid will consider other boids within this distance as part of local flock");
- m_paramDescriptions.Add("desired-separation", "closest distance to other boids that our boid would like to get");
- m_paramDescriptions.Add("tolerance", "how close to the edges of objects or the scene should our boid get");
- m_paramDescriptions.Add("separation-weighting", "factor by which closeness to other boids should be favoured when updating position in flock");
- m_paramDescriptions.Add("alignment-weighting", "factor by which alignment with other boids should be favoured when updating position in flock");
- m_paramDescriptions.Add("cohesion-weighting", "factor by which keeping within the local flock should be favoured when updating position in flock");
- m_paramDescriptions.Add("lookahead-distance", "how far in front should the boid look for edges and boundaries");
- }
-
- public bool IsValidParameter (string name)
- {
- return m_paramDescriptions.ContainsKey (name);
- }
-
- public void SetParameter (string name, string newVal)
- {
- switch (name) {
- case "max-speed":
- maxSpeed = Convert.ToSingle(newVal);
- break;
- case "max-force":
- maxForce = Convert.ToSingle(newVal);
- break;
- case "neighbour-distance":
- neighbourDistance = Convert.ToSingle(newVal);
- break;
- case "desired-separation":
- desiredSeparation = Convert.ToSingle(newVal);
- break;
- case "tolerance":
- tolerance = Convert.ToSingle(newVal);
- break;
- case "separation-weighting":
- separationWeighting = Convert.ToSingle(newVal);
- break;
- case "alignment-weighting":
- alignmentWeighting = Convert.ToSingle(newVal);
- break;
- case "cohesion-weighting":
- cohesionWeighting = Convert.ToSingle(newVal);
- break;
- case "lookahead-distance":
- lookaheadDistance = Convert.ToSingle(newVal);
- break;
- }
- }
-
- public string GetList ()
- {
- string retVal = Environment.NewLine;
- foreach (string name in m_paramDescriptions.Keys) {
- retVal += name + " - " + m_paramDescriptions [name] + Environment.NewLine;
- }
-
- return retVal;
- }
- }
-}
-
diff --git a/Flocking/Flocking.csproj.user b/Flocking/Flocking.csproj.user
deleted file mode 100644
index 6fb9ffe..0000000
--- a/Flocking/Flocking.csproj.user
+++ /dev/null
@@ -1,12 +0,0 @@
-
-
- Debug
- AnyCPU
- /Users/jon/osim/opensim/bin/
- 9.0.21022
- ProjectFiles
- 0
-
-
-
-
diff --git a/Flocking/Flocking.dll.build b/Flocking/Flocking.dll.build
deleted file mode 100644
index 339ea86..0000000
--- a/Flocking/Flocking.dll.build
+++ /dev/null
@@ -1,66 +0,0 @@
-
-
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-
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diff --git a/Flocking/FlockingModel.cs b/Flocking/FlockingModel.cs
deleted file mode 100644
index f759a47..0000000
--- a/Flocking/FlockingModel.cs
+++ /dev/null
@@ -1,135 +0,0 @@
-/*
- * Copyright (c) Contributors, https://github.com/jonc/osboids
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-using System;
-using System.Collections.Generic;
-using OpenMetaverse;
-using Utils = OpenSim.Framework.Util;
-
-namespace Flocking
-{
- public class FlockingModel
- {
- private List m_flock = new List();
- private FlowField m_flowField;
- private FlockParameters m_parameters;
- private Random m_rnd = new Random(Environment.TickCount);
- private int m_size;
-
- public int Size {
- get {return m_size;}
- set {
- if( value < m_flock.Count ) {
- m_flock.RemoveRange( 0, m_flock.Count - value );
- } else while( value > m_flock.Count ) {
- AddBoid( "boid"+m_flock.Count);
- }
- }
- }
-
- public FlockingModel( FlockParameters parameters ) {
- m_parameters = parameters;
- }
-
- void AddBoid (string name)
- {
- Boid boid = new Boid (name, this, m_flowField);
-
- // find an initial random location for this Boid
- // somewhere not within an obstacle
- int xInit = m_rnd.Next(Util.SCENE_SIZE);
- int yInit = m_rnd.Next(Util.SCENE_SIZE);
- int zInit = m_rnd.Next(Util.SCENE_SIZE);
- Vector3 location = new Vector3 (Convert.ToSingle(xInit), Convert.ToSingle(yInit), Convert.ToSingle(zInit));
- boid.Location = location + m_flowField.AdjustVelocity(location, Vector3.UnitZ, 5f);
- m_flock.Add (boid);
- }
-
- public float MaxSpeed {
- get {return m_parameters.maxSpeed;}
- }
-
- public float MaxForce {
- get {return m_parameters.maxForce;}
- }
-
- public float NeighbourDistance {
- get {return m_parameters.neighbourDistance;}
- }
-
- public float DesiredSeparation {
- get {return m_parameters.desiredSeparation;}
- }
-
- public float Tolerance {
- get {return m_parameters.tolerance;}
- }
-
- public float SeparationWeighting {
- get{ return m_parameters.separationWeighting; }
- }
-
- public float AlignmentWeighting {
- get{ return m_parameters.alignmentWeighting; }
- }
-
- public float CohesionWeighting {
- get{ return m_parameters.cohesionWeighting; }
- }
-
- public float LookaheadDistance {
- get { return m_parameters.lookaheadDistance; }
- }
-
-
- public void Initialise (int size, FlowField flowField)
- {
- m_flowField = flowField;
- m_size = size;
- for (int i = 0; i < m_size; i++) {
- AddBoid ("boid"+i );
- }
- }
-
- public List GetNeighbours(Boid boid) {
- return m_flock.FindAll(delegate(Boid other)
- {
- return (boid != other) && (Utils.GetDistanceTo (boid.Location, other.Location) < m_parameters.neighbourDistance);
- });
- }
-
-
- public List UpdateFlockPos ()
- {
- m_flock.ForEach( delegate(Boid boid) {
- boid.MoveInSceneRelativeToFlock();
- } );
-
- return m_flock;
- }
- }
-}
-
diff --git a/Flocking/FlockingModule.cs b/Flocking/FlockingModule.cs
deleted file mode 100644
index e2c6797..0000000
--- a/Flocking/FlockingModule.cs
+++ /dev/null
@@ -1,308 +0,0 @@
-/*
- * Copyright (c) Contributors, https://github.com/jonc/osboids
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-using System;
-using System.Timers;
-using System.Collections.Generic;
-using OpenMetaverse;
-using System.IO;
-using Nini.Config;
-using System.Threading;
-using log4net;
-using OpenSim.Region.Framework.Interfaces;
-using OpenSim.Region.Framework.Scenes;
-using OpenSim.Framework;
-using OpenSim.Framework.Console;
-
-namespace Flocking
-{
- public class FlockingModule : INonSharedRegionModule
- {
-
- private static readonly ILog m_log = LogManager.GetLogger (System.Reflection.MethodBase.GetCurrentMethod ().DeclaringType);
- static object m_sync = new object();
-
- private Scene m_scene;
- private FlockingModel m_model;
- private FlockingView m_view;
- private bool m_enabled = false;
- private bool m_ready = false;
- private uint m_frame = 0;
- private int m_frameUpdateRate = 1;
- private int m_chatChannel = 118;
- private string m_boidPrim;
- private ChatCommandParser m_chatCommandParser;
- private FlockParameters m_parameters;
- private int m_flockSize = 100;
-
- private UUID m_owner;
-
- #region IRegionModule Members
-
-
-
- public void Initialise (IConfigSource source)
- {
- //check if we are in the ini files
- //if so get some physical constants out of them and pass into the model
- IConfig config = source.Configs ["Boids"];
- if (config != null) {
- m_chatChannel = config.GetInt ("chat-channel", 118);
- m_boidPrim = config.GetString ("boid-prim", "boidPrim");
-
- m_parameters = new FlockParameters();
- m_flockSize = config.GetInt ("flock-size", 100);
- m_parameters.maxSpeed = config.GetFloat("max-speed", 3f);
- m_parameters.maxForce = config.GetFloat("max-force", 0.25f);
- m_parameters.neighbourDistance = config.GetFloat("neighbour-dist", 25f);
- m_parameters.desiredSeparation = config.GetFloat("desired-separation", 20f);
- m_parameters.tolerance = config.GetFloat("tolerance", 5f);
- m_parameters.separationWeighting = config.GetFloat("separation-weighting", 1.5f);
- m_parameters.alignmentWeighting = config.GetFloat("alignment-weighting", 1f);
- m_parameters.cohesionWeighting = config.GetFloat("cohesion-weighting", 1f);
- m_parameters.lookaheadDistance = config.GetFloat("lookahead-dist", 100f);
-
- // we're in the config - so turn on this module
- m_enabled = true;
- }
- }
-
- public void AddRegion (Scene scene)
- {
- //m_log.Info ("ADDING FLOCKING");
- m_scene = scene;
- if (m_enabled) {
- //register commands
- m_chatCommandParser = new ChatCommandParser(this, scene, m_chatChannel);
- RegisterCommands ();
-
- //register handlers
- m_scene.EventManager.OnFrame += FlockUpdate;
- m_scene.EventManager.OnChatFromClient += m_chatCommandParser.SimChatSent; //listen for commands sent from the client
-
- // init module
- m_model = new FlockingModel (m_parameters);
-
- m_view = new FlockingView (m_scene);
- m_view.BoidPrim = m_boidPrim;
- }
- }
-
- public void RegionLoaded (Scene scene)
- {
- if (m_enabled) {
-
- //build a proper flow field based on the scene
- FlowField field = new FlowField(scene, new Vector3(128f, 128f, 128f), 200, 200, 200);
-
- // Generate initial flock values
- m_model.Initialise (m_flockSize, field);
-
- // who is the owner for the flock in this region
- m_owner = m_scene.RegionInfo.EstateSettings.EstateOwner;
- m_view.PostInitialize (m_owner);
-
- // Mark Module Ready for duty
- m_ready = true;
- }
- }
-
- public void RemoveRegion (Scene scene)
- {
- if (m_enabled) {
- m_scene.EventManager.OnFrame -= FlockUpdate;
- m_scene.EventManager.OnChatFromClient -= m_chatCommandParser.SimChatSent;
- }
- }
-
- public string Name {
- get { return "FlockingModule"; }
- }
-
- public bool IsSharedModule {
- get { return false; }
- }
-
- #endregion
-
- #region EventHandlers
-
- public void FlockUpdate ()
- {
- if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready || !m_enabled) {
- return;
- }
- // work out where everyone has moved to
- // and tell the scene to render the new positions
- lock( m_sync ) {
- List boids = m_model.UpdateFlockPos ();
- m_view.Render (boids);
- }
- }
-
- #endregion
-
- #region Command Handling
-
- private void AddCommand (string cmd, string args, string help, CommandDelegate fn)
- {
- string argStr = "";
- if (args.Trim ().Length > 0) {
- argStr = " <" + args + "> ";
- }
- m_scene.AddCommand (this, "flock-" + cmd, "flock-" + cmd + argStr, help, fn);
- m_chatCommandParser.AddCommand(cmd, args, help, fn);
- }
-
- private void RegisterCommands ()
- {
- AddCommand ("stop", "", "Stop all Flocking", HandleStopCmd);
- AddCommand ("start", "", "Start Flocking", HandleStartCmd);
- AddCommand ("size", "num", "Adjust the size of the flock ", HandleSetSizeCmd);
- 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 frames", HandleSetFrameRateCmd);
- AddCommand ("set", "name, value", "change the flock dynamics", HandleSetParameterCmd);
- }
-
- private bool ShouldHandleCmd ()
- {
- return m_scene.ConsoleScene () == m_scene;
- }
-
- private bool IsInWorldCmd (ref string [] args)
- {
- bool retVal = false;
-
- if (args.Length > 0 && args [args.Length - 1].Equals ("")) {
- retVal = true;
- }
- return retVal;
- }
-
- private void ShowResponse (string response, bool inWorld)
- {
- if (inWorld) {
- 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 ()) {
- string name = args[1];
- string newVal = args[2];
-
- if( m_parameters.IsValidParameter( name ) ) {
- m_parameters.SetParameter(name, newVal);
- } else {
- bool inWorld = IsInWorldCmd( ref args);
- ShowResponse( name + "is not a valid flock parameter", inWorld );
- ShowResponse( "valid parameters are: " + m_parameters.GetList(), inWorld);
- }
- }
- }
-
- public void HandleStopCmd (string module, string[] args)
- {
- if (ShouldHandleCmd ()) {
- m_log.Info ("stop the flocking capability");
- m_enabled = false;
- m_view.Clear ();
- }
- }
-
- void HandleSetFrameRateCmd (string module, string[] args)
- {
- if (ShouldHandleCmd ()) {
- int frameRate = Convert.ToInt32( args[1] );
- m_frameUpdateRate = frameRate;
- }
- }
-
- public void HandleStartCmd (string module, string[] args)
- {
- if (ShouldHandleCmd ()) {
- m_log.Info ("start the flocking capability");
- m_enabled = true;
- FlockUpdate ();
- }
- }
-
- public void HandleSetSizeCmd (string module, string[] args)
- {
- if (ShouldHandleCmd ()) {
- lock( m_sync ) {
- int newSize = Convert.ToInt32(args[1]);
- m_model.Size = newSize;
- m_view.Clear();
- }
- }
- }
-
- public void HandleShowStatsCmd (string module, string[] args)
- {
- if (ShouldHandleCmd ()) {
- bool inWorld = IsInWorldCmd (ref args);
- string str = "Num Boids = " + m_model.Size;
- ShowResponse (str, inWorld);
- }
- }
-
- public void HandleSetPrimCmd (string module, string[] args)
- {
- if (ShouldHandleCmd ()) {
- string primName = args[1];
- lock(m_sync) {
- m_view.BoidPrim = primName;
- m_view.Clear();
- }
- }
- }
-
- #endregion
-
-
-
- #region IRegionModuleBase Members
-
-
-
- public void Close ()
- {
- }
-
- public Type ReplaceableInterface {
- get { return null; }
- }
-
- #endregion
- }
-
-}
diff --git a/Flocking/FlockingView.cs b/Flocking/FlockingView.cs
deleted file mode 100644
index 20f9816..0000000
--- a/Flocking/FlockingView.cs
+++ /dev/null
@@ -1,154 +0,0 @@
-/*
- * Copyright (c) Contributors, https://github.com/jonc/osboids
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-using System;
-using System.Collections.Generic;
-using OpenMetaverse;
-using OpenSim.Framework;
-using OpenSim.Region.Framework.Scenes;
-
-namespace Flocking
-{
- public class FlockingView
- {
- private Scene m_scene;
- private UUID m_owner;
- private String m_boidPrim;
-
- private Dictionary m_sogMap = new Dictionary ();
-
- public FlockingView (Scene scene)
- {
- m_scene = scene;
- }
-
- public void PostInitialize (UUID owner)
- {
- m_owner = owner;
- }
-
- public String BoidPrim {
- set{ m_boidPrim = value;}
- }
-
- public void Clear ()
- {
- //trash everything we have
- List current = new List (m_sogMap.Keys);
- current.ForEach (delegate(string name) {
- RemoveSOGFromScene(name);
- });
- m_sogMap.Clear();
- }
-
- public void Render (List boids)
- {
- 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);
- sog = CopyPrim (group, boid.Id);
- m_sogMap [boid.Id] = sog;
- m_scene.AddNewSceneObject (sog, false);
- } else {
- sog = existing.ParentGroup;
- }
-
- Quaternion rotation = CalcRotationToEndpoint (sog, boid.Location);
- sog.UpdateGroupRotationPR( boid.Location, rotation);
- }
-
- 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;
- }
-
- private SceneObjectGroup CopyPrim (SceneObjectGroup prim, string name)
- {
- SceneObjectGroup copy = prim.Copy (true);
- copy.Name = name;
- copy.DetachFromBackup ();
- return copy;
- }
-
- private SceneObjectGroup findByName (string name)
- {
- 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) {
- retVal = MakeDefaultPrim (name);
- }
-
- return retVal;
- }
-
- private SceneObjectGroup MakeDefaultPrim (string name)
- {
- PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere ();
- shape.Scale = new Vector3 (0.5f, 0.5f, 0.5f);
-
- SceneObjectGroup prim = new SceneObjectGroup (m_owner, new Vector3 (128f, 128f, 25f), shape);
- prim.Name = name;
- prim.DetachFromBackup ();
- m_scene.AddNewSceneObject (prim, false);
-
- return prim;
- }
-
- private void RemoveSOGFromScene(string sogName)
- {
- SceneObjectGroup sog = m_sogMap[sogName];
- m_scene.DeleteSceneObject(sog, false);
-
- }
-
-
- }
-}
-
diff --git a/Flocking/FlowField.cs b/Flocking/FlowField.cs
deleted file mode 100644
index 04cf214..0000000
--- a/Flocking/FlowField.cs
+++ /dev/null
@@ -1,106 +0,0 @@
-using System;
-using OpenMetaverse;
-using OpenSim.Region.Framework.Scenes;
-
-namespace Flocking
-{
- public class FlowField
- {
- private const int BUFFER = 5;
- private Scene m_scene;
- private float m_startX;
- private float m_startY;
- private float m_startZ;
- private float m_endX;
- private float m_endY;
- private float m_endZ;
-
- ///
- /// Initializes a new instance of the class.
- ///
- ///
- /// Scene.
- ///
- ///
- /// Centre.
- ///
- ///
- /// Width.
- ///
- ///
- /// Depth.
- ///
- ///
- /// Height.
- ///
- ///
- public FlowField (Scene scene, Vector3 centre, int width, int depth, int height)
- {
- m_scene = scene;
-
- m_startX = Math.Max( BUFFER, centre.X - width/2f);
- m_startY = Math.Max( BUFFER, centre.Y - depth/2f);
- m_startZ = Math.Max( BUFFER, centre.Z - height/2f);
- m_endX = Math.Min( Util.SCENE_SIZE - BUFFER, centre.X + width/2f);
- m_endY = Math.Min( Util.SCENE_SIZE - BUFFER, centre.Y + depth/2f);
- m_endZ = Math.Min( Util.SCENE_SIZE - BUFFER, centre.Z + height/2f);
-
- // build the flow field over the given bounds
- Initialize();
- }
-
- ///
- /// build a flow field on the scene at the specified centre
- /// position in the scene and of extent given by width, depth and height.
- ///
- public void Initialize() {
- foreach( SceneObjectGroup sog in m_scene.Entities.GetAllByType() ) {
- float offsetHeight;
- Vector3 size = sog.GetAxisAlignedBoundingBox( out offsetHeight );
- Vector3 pos = sog.AbsolutePosition;
-
- // color in the flow field with the strength at this pos due to
- // this sog
- for( int x = 0; x < size.X; x++ ) {
- for( int y = 0; y < size.Y; y++ ) {
- for( int z = 0; z < size.Z; z++ ) {
- }
- }
- }
- }
- }
-
- public Vector3 AdjustVelocity (Vector3 loc, Vector3 vel, float lookAheadDist)
- {
- Vector3 normVel = Vector3.Normalize(vel);
- Vector3 inFront = loc + normVel * lookAheadDist;
- Vector3 adjustedDestintation = inFront + FieldStrength(inFront);
- Vector3 newVel = Vector3.Normalize(adjustedDestintation - loc) * Vector3.Mag(vel);
- return newVel;
- }
-
- public Vector3 FieldStrength (Vector3 inFront)
- {
- Vector3 retVal = Vector3.Zero;
-
- //keep us in bounds
- if( inFront.X > m_endX ) retVal.X -= inFront.X - m_endX;
- if( inFront.Y > m_endY ) retVal.Y -= inFront.Y - m_endY;
- if( inFront.Z > m_endZ ) retVal.Z -= inFront.Z - m_endZ;
- if( inFront.X < m_startX ) retVal.X += m_startX - inFront.X;
- if( inFront.Y < m_startY ) retVal.Y += m_startY - inFront.Y;
- if( inFront.Z < m_startZ ) retVal.Z += m_startZ - inFront.Z;
-
- //now get the field strength at the inbounds position
- Vector3 strength = LookUp( inFront + retVal);
-
- return retVal + strength;
- }
-
- public Vector3 LookUp (Vector3 par1)
- {
- return Vector3.Zero;
- }
- }
-}
-
diff --git a/Flocking/FlowFieldTest.cs b/Flocking/FlowFieldTest.cs
deleted file mode 100644
index 1aad2bf..0000000
--- a/Flocking/FlowFieldTest.cs
+++ /dev/null
@@ -1,118 +0,0 @@
-using System;
-using NUnit.Framework;
-using OpenMetaverse;
-using OpenSim.Framework;
-using OpenSim.Region.Framework.Scenes;
-using OpenSim.Tests.Common;
-using OpenSim.Tests.Common.Mock;
-
-
-namespace Flocking
-{
- [TestFixture()]
- public class FlowFieldTest
- {
- [Test()]
- public void TestEmptyFlowField ()
- {
- Scene scene = SceneSetupHelpers.SetupScene();
-
- Vector3 centre = new Vector3 (100f, 100f, 100f);
- FlowField field = new FlowField(scene, centre, 50, 50, 50);
- Vector3 strength = field.FieldStrength (centre);
- Assert.That( strength == Vector3.Zero);
- }
-
- [Test()]
- public void TestWeCanMoveFreely ()
- {
- Scene scene = SceneSetupHelpers.SetupScene();
-
- Vector3 centre = new Vector3 (100f, 100f, 100f);
- FlowField field = new FlowField(scene, centre, 50, 50, 50);
- Vector3 pos = new Vector3(100f, 100f,100f);
- Vector3 velocity = new Vector3(20f, 0f, 0f);
- Vector3 newVel = field.AdjustVelocity (pos, velocity, 10);
- Console.WriteLine( newVel );
- Assert.That(newVel == velocity);
- Vector3 newPos = pos+newVel;
- Assert.That( newPos.X < 150f);
- }
-
- [Test()]
- public void TestWeDontFallOfTheEdge ()
- {
- Scene scene = SceneSetupHelpers.SetupScene();
-
- Vector3 centre = new Vector3 (100f, 100f, 100f);
- FlowField field = new FlowField(scene, centre, 50, 50, 50);
-
- Vector3 pos = new Vector3(140f, 100f,100f);
- Vector3 velocity = new Vector3(20f, 0f, 0f);
- Vector3 newVel = field.AdjustVelocity (pos, velocity, 10);
- Console.WriteLine( newVel );
- Vector3 newPos = pos+newVel;
- Assert.That( newPos.X < 150f);
- Assert.That(velocity != newVel);
-
- pos = new Vector3(60f, 100f, 100f);
- velocity = new Vector3(-20f, 0f, 0f);
- newVel = field.AdjustVelocity(pos, velocity, 10);
- newPos = pos+newVel;
- Assert.That( newPos.X > 50f );
- Assert.That(velocity != newVel);
- }
-
- [Test()]
- public void TestWeCanCopeWithCorners ()
- {
- Scene scene = SceneSetupHelpers.SetupScene();
-
- Vector3 centre = new Vector3 (100f, 100f, 100f);
- FlowField field = new FlowField(scene, centre, 50, 50, 50);
- Vector3 pos = new Vector3(140f, 140f,140f);
- Vector3 velocity = new Vector3(20f, 20f, 20f); // going to hit the corner
- Vector3 newVel = field.AdjustVelocity (pos, velocity, 10);
- Console.WriteLine( newVel );
- Vector3 newPos = pos+newVel;
- Assert.That( newPos.X < 150f);
- Assert.That( newPos.Y < 150f);
- Assert.That( newPos.Z < 150f);
- Assert.That(velocity != newVel);
- }
-
- [Test()]
- [Ignore()]
- public void TestNonEmptyFlowField ()
- {
- Scene scene = SceneSetupHelpers.SetupScene();
- Vector3 centre = new Vector3 (100f, 100f, 100f);
- SceneObjectGroup sceneObjectGroup = AddSog (centre, new Vector3(10f,10f,10f));
- scene.AddNewSceneObject(sceneObjectGroup, false);
-
- FlowField field = new FlowField(scene, centre, 50, 50, 50);
- Vector3 strength = field.FieldStrength (centre);
- Assert.That( strength != Vector3.Zero);
-
- }
-
- public static SceneObjectGroup AddSog (Vector3 position, Vector3 size)
- {
- UUID ownerId = new UUID("00000000-0000-0000-0000-000000000010");
- string part1Name = "part1";
- UUID part1Id = new UUID("00000000-0000-0000-0000-000000000001");
- string part2Name = "part2";
- UUID part2Id = new UUID("00000000-0000-0000-0000-000000000002");
-
- SceneObjectPart part1
- = new SceneObjectPart(ownerId, PrimitiveBaseShape.Default, position, Quaternion.Identity, Vector3.Zero)
- { Name = part1Name, UUID = part1Id };
- part1.Scale =size;
- SceneObjectGroup so = new SceneObjectGroup(part1);
-
- return so;
-
- }
- }
-}
-
diff --git a/Flocking/FlowMap.cs b/Flocking/FlowMap.cs
deleted file mode 100644
index b4df130..0000000
--- a/Flocking/FlowMap.cs
+++ /dev/null
@@ -1,185 +0,0 @@
-/*
- * Copyright (c) Contributors, https://github.com/jonc/osboids
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using OpenMetaverse;
-using OpenSim.Region.Framework.Scenes;
-
-namespace Flocking
-{
- public class FlowMap
- {
- private Scene m_scene;
- private float[,,] m_flowMap = new float[256,256,256];
-
- public FlowMap (Scene scene)
- {
- m_scene = scene;
- }
-
- public int LengthX {
- get {return 256;}
- }
- public int LengthY {
- get {return 256;}
- }
- public int LengthZ {
- get {return 256;}
- }
-
- public void Initialise() {
- //fill in the boundaries
- for( int x = 0; x < 256; x++ ) {
- for( int y = 0; y < 256; y++ ) {
- m_flowMap[x,y,0] = 100f;
- m_flowMap[x,y,255] = 100f;
- }
- }
- for( int x = 0; x < 256; x++ ) {
- for( int z = 0; z < 256; z++ ) {
- m_flowMap[x,0,z] = 100f;
- m_flowMap[x,255,z] = 100f;
- }
- }
- for( int y = 0; y < 256; y++ ) {
- for( int z = 0; z < 256; z++ ) {
- m_flowMap[0,y,z] = 100f;
- m_flowMap[255,y,z] = 100f;
- }
- }
-
- //fill in the terrain
- for( int x = 0; x < 256; x++ ) {
- for( int y = 0; y < 256; 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 < 5f ||
- targetPos.X > 250f ||
- targetPos.Y < 5f ||
- targetPos.Y > 250f ||
- targetPos.Z < 5f ||
- targetPos.Z > 250f ) {
-
- retVal = true;
- }
-
- return retVal;
- }
-
- public bool IntersectsObstacle (Vector3 currPos, Vector3 targetPos)
- {
- bool retVal = false;
- // Ray trace the Vector and fail as soon as we hit something
- Vector3 direction = targetPos - currPos;
- float length = direction.Length();
- // check every metre
- for( float i = 1f; i < length; i += 1f ) {
- Vector3 rayPos = currPos + ( direction * i );
- //give up if we go OOB on this ray
- if( IsOutOfBounds( rayPos ) ){
- retVal = true;
- break;
- }
- else if( IsWithinObstacle( rayPos ) ) {
- retVal = true;
- break;
- }
- }
-
- return retVal;
- }
-
- 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 ) {
- retVal = true;
- } else if( x < 0 || y < 0 || z < 0 ) {
- retVal = true;
- } else if (m_flowMap[x,y,z] > 50f) {
- retVal = true;
- }
- return retVal;
- }
- }
-
-
-}
-
diff --git a/Flocking/Util.cs b/Flocking/Util.cs
deleted file mode 100644
index 50d46e4..0000000
--- a/Flocking/Util.cs
+++ /dev/null
@@ -1,54 +0,0 @@
-/*
- * Copyright (c) Contributors, https://github.com/jonc/osboids
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-using System;
-using OpenMetaverse;
-
-namespace Flocking
-{
-
- public class Util
- {
- public const int SCENE_SIZE = 256;
-
- public static Vector3 Limit (Vector3 initial, float maxLen)
- {
- float currLen = initial.Length ();
- float ratio = 1.0f;
-
- if (currLen > maxLen) {
- ratio = currLen / maxLen;
- }
-
- return initial /= ratio;
-
- }
-
-
-
- }
-}
-
diff --git a/Flocking/VectorTest.cs b/Flocking/VectorTest.cs
deleted file mode 100644
index 5f0872e..0000000
--- a/Flocking/VectorTest.cs
+++ /dev/null
@@ -1,23 +0,0 @@
-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;
-
-
- }
- }
-}
-
diff --git a/Flocking/resources/Flocking.addin.xml b/Flocking/resources/Flocking.addin.xml
deleted file mode 100644
index 5e1cfcd..0000000
--- a/Flocking/resources/Flocking.addin.xml
+++ /dev/null
@@ -1,13 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/README b/README
old mode 100644
new mode 100755
diff --git a/TODO.txt b/TODO.txt
deleted file mode 100644
index b1e88ff..0000000
--- a/TODO.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-
-
-TODO:
-
-[done] Expose Settings to ini Files
-
-[done] Write in world Chat controller to allow maintenance of flocking in world.
-
-[done - but basic] Handle Borders Correctly
-
-[done - but basic] Handle Collision Avoidance
-
-Replace above with a proper flow field implementation
-
-Handle Wander
-
-Handle Perching
-
-Handle Predator Avoidance
-
-
-Optimise it all...
-
-Look at maintaining flocks across sim boundaries.
-
-Look at exposing flocking as a service to scripts
-
-
diff --git a/prebuild.xml b/prebuild.xml
deleted file mode 100644
index 839b00c..0000000
--- a/prebuild.xml
+++ /dev/null
@@ -1,36 +0,0 @@
-
-
-
-
-
-
- ../../../bin/
-
-
-
-
- ../../../bin/
-
-
-
- ../../../bin/
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-