/* * 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 BoidBehaviour m_behaviour; 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_flockSize = config.GetInt ("flock-size", 100); m_behaviour = new BoidBehaviour(); m_behaviour.maxSpeed = config.GetFloat("max-speed", 3f); 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) { //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_behaviour); 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); //ask the view how big the boid is Vector3 scale = m_view.GetBoidSize(); // m_log.Error( m_boidPrim + " = " + scale.ToString()); // Generate initial flock values m_model.Initialise (m_flockSize, scale, 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_behaviour.IsValidParameter( name ) ) { m_behaviour.SetParameter(name, newVal); } else { bool inWorld = IsInWorldCmd( ref args); ShowResponse( name + "is not a valid flock parameter", inWorld ); ShowResponse( "valid parameters are: " + m_behaviour.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 = m_model.ToString(); 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 } }