/* * 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; using OpenSim.Services.Interfaces; namespace Flocking { public class FlockingModule : INonSharedRegionModule { public static string NAME = "FlockingModule"; private bool m_enabled = false; private int m_chatChannel = 118; private string m_boidPrim = "boid-prim"; private FlockingController m_controller; private BoidBehaviour m_behaviour; private int m_flockSize = 100; #region IRegionModule Members public void Initialise (IConfigSource source) { //check if we are in the ini files //if so get some default values out of them and pass them onto the controller IConfig config = source.Configs ["Boids"]; if (config != null) { m_chatChannel = config.GetInt ("chat-channel", 118); m_boidPrim = config.GetString ("boid-prim", "boidPrim"); m_flockSize = config.GetInt ("flock-size", 100); m_behaviour = new BoidBehaviour (); m_behaviour.maxSpeed = config.GetFloat ("max-speed", 1f); m_behaviour.maxForce = config.GetFloat ("max-force", 0.25f); m_behaviour.neighbourDistance = config.GetFloat ("neighbour-dist", 25f); m_behaviour.desiredSeparation = config.GetFloat ("desired-separation", 20f); m_behaviour.tolerance = config.GetFloat ("tolerance", 5f); m_behaviour.separationWeighting = config.GetFloat ("separation-weighting", 1.5f); m_behaviour.alignmentWeighting = config.GetFloat ("alignment-weighting", 1f); m_behaviour.cohesionWeighting = config.GetFloat ("cohesion-weighting", 1f); m_behaviour.lookaheadDistance = config.GetFloat ("lookahead-dist", 100f); // we're in the config - so turn on this module m_enabled = true; } } public void AddRegion (Scene scene) { } public void RegionLoaded (Scene scene) { if (m_enabled) { //set up the boid module m_controller = new FlockingController (scene, m_behaviour, m_chatChannel, m_boidPrim, m_flockSize); RegisterCommand (new RoostCommand()); RegisterCommand (new StopCommand()); RegisterCommand (new StartCommand()); RegisterCommand (new SetSizeCommand()); RegisterCommand (new ShowStatsCommand()); RegisterCommand (new SetPrimCommand()); RegisterCommand (new SetPositionCommand()); RegisterCommand (new SetBoundsCommand()); RegisterCommand (new SetFrameRateCommand()); RegisterCommand (new SetParameterCommand()); } } public void RegisterCommand (FlockingCommand cmd) { m_controller.AddCommand( this, cmd); } public void RemoveRegion (Scene scene) { if (m_enabled) { m_controller.Deregister (); } } public string Name { get { return NAME; } } public bool IsSharedModule { get { return false; } } #endregion #region IRegionModuleBase Members public void Close () { } public Type ReplaceableInterface { get { return null; } } #endregion } }