/* * 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 enum FlockGoal { Roost = 0x01, Perch = 0x02, Flock = 0x04, } public class FlockingModel { private List m_flock = new List(); private FlowField m_flowField; private BoidBehaviour m_behaviour; private int m_flockSize = 100; private Vector3 m_boidSize; private Vector3 m_startPos; private FlockGoal m_goal = FlockGoal.Flock; private bool m_active = false; private int m_minX = 0; private int m_maxX = 256; private int m_minY = 0; private int m_maxY = 256; private int m_minZ = 0; private int m_maxZ = 256; public int Size { get {return m_flockSize;} 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 FlockGoal Goal { get { return m_goal; } set { m_goal = value; } } public int MaxX { get { return this.m_maxX; } set { m_maxX = value; } } public int MaxY { get { return this.m_maxY; } set { m_maxY = value; } } public int MaxZ { get { return this.m_maxZ; } set { m_maxZ = value; } } public int MinX { get { return this.m_minX; } set { m_minX = value; } } public int MinY { get { return this.m_minY; } set { m_minY = value; } } public int MinZ { get { return this.m_minZ; } set { m_minZ = value; } } public bool Active { get { return m_active; } set { m_active = value; } } public Vector3 StartPosition { get { return m_startPos; } set { m_startPos = value; } } public BoidBehaviour Behaviour { get { return m_behaviour; } set { m_behaviour = value; } } public Vector3 BoidSize { set { m_boidSize = value; } } public FlockingModel( FlowField field, BoidBehaviour behaviour, Vector3 startPos ) { m_flowField = field; m_behaviour = behaviour; m_startPos = startPos; } void AddBoid (string name) { Boid boid = new Boid (name, m_boidSize, m_behaviour); double d1 = ( Utils.RandomClass.NextDouble() - 0.5 ) * 20; double d2 = ( Utils.RandomClass.NextDouble() - 0.5 ) * 20; double d3 = ( Utils.RandomClass.NextDouble() - 0.5 ) * 20; boid.Location = m_startPos + new Vector3( (float)d1, (float)d2, (float)d3 ); boid.Velocity = Vector3.UnitX; m_flock.Add (boid); } public bool ContainsPoint (Vector3 position) { return m_flowField.ContainsPoint( position ); } public void Initialise (FlowField flowField) { m_flowField = flowField; for (int i = 0; i < m_flockSize; i++) { AddBoid ("boid"+i ); //UpdateFlockPos(); } } public List GetNeighbours(Boid boid) { return m_flock.FindAll(delegate(Boid other) { return (boid != other) && (Utils.GetDistanceTo (boid.Location, other.Location) < m_behaviour.neighbourDistance); }); } public List UpdateFlockPos () { if( m_active ) { m_flock.ForEach( delegate(Boid boid) { boid.MoveInSceneRelativeToFlock(GetNeighbours(boid), m_flowField); } ); } return m_flock; } public override string ToString () { string retVal = "Num Boids: " + m_flockSize + Environment.NewLine + m_behaviour.ToString() + Environment.NewLine + m_flowField.ToString(); return retVal; } } }