/* * 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; namespace Flocking { public class Boid { private string m_id; private Vector3 m_loc; private Quaternion m_rotation; private Vector3 m_vel; private Vector3 m_acc; private Random m_rndnums = new Random (Environment.TickCount); private float m_tolerance; // how close can we get to things witout being edgy private float m_maxForce; // Maximum steering force private float m_maxSpeed; // Maximum speed private float m_width = 255f; private float m_height = 255f; private float m_neighborDist = 25.0f; private float m_desiredSeparation = 20.0f; /// /// 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, float ms, float mf) { 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_tolerance = 2.0f; m_maxSpeed = ms; m_maxForce = mf; } public Vector3 Location { get { return m_loc;} set { m_loc = value; } } public Vector3 Velocity { get { return m_vel;} } public Quaternion Rotation { get { return m_rotation; } } 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 boids) { Vector3 previousLoc = new Vector3( m_loc ); Flock (boids); UpdatePositionInScene (); AvoidBorders (); m_rotation = Vector3.RotationBetween( previousLoc, m_loc ); //render(); } /// /// Move within our 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 boids) { // calc the force vectors on this boid Vector3 sep = Separate (boids); // Separation Vector3 ali = Align (boids); // Alignment Vector3 coh = Cohesion (boids); // Cohesion // Arbitrarily weight these forces //TODO: expose these consts sep *= 1.5f; //.mult(1.5); //ali.mult(1.0); ali *= 1.0f; //coh.mult(1.0); coh *= 1.0f; // Add the force vectors to the current acceleration of the boid //acc.add(sep); m_acc += sep; //acc.add(ali); m_acc += ali; //acc.add(coh); 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 //vel.add(acc); m_vel += m_acc; // Limit speed //m_vel.limit(maxspeed); m_vel = Util.Limit (m_vel, m_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; // The steering vector Vector3 desired = Vector3.Subtract(target, m_loc); // A vector pointing from the location to the target float d = 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 (d > 0) { // Normalize desired desired.Normalize (); // Two options for desired vector magnitude (1 -- based on distance, 2 -- maxspeed) if ((slowdown) && (d < 100.0f)) { desired *= (m_maxSpeed * (d / 100.0f)); // This damping is somewhat arbitrary } else { desired *= m_maxSpeed; } // Steering = Desired minus Velocity //steer = target.sub(desired,m_vel); steer = Vector3.Subtract (desired, m_vel); //steer.limit(maxforce); // Limit to maximum steering force steer = Util.Limit (steer, m_maxForce); } else { steer = Vector3.Zero; } return steer; } /// /// Borders this instance. /// if we get too close wrap us around /// CHANGE THIS to navigate away from whatever it is we are too close to /// void AvoidBorders () { if (m_loc.X < 5 || m_loc.X > 250) m_vel.X = -m_vel.X; if (m_loc.Y < 5 || m_loc.Y > 250) m_vel.Y = -m_vel.Y; if (m_loc.Z < 21 || m_loc.Z > 271 ) m_vel.Z = -m_vel.Z; } /// /// 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 boids) { Vector3 steer = new Vector3 (0, 0, 0); int count = 0; // For every boid in the system, check if it's too close foreach (Boid other in boids) { float d = Vector3.Distance (m_loc, other.Location); // If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself) if ((d > 0) && (d < m_desiredSeparation)) { // Calculate vector pointing away from neighbor Vector3 diff = Vector3.Subtract (m_loc, other.Location); diff.Normalize (); diff = Vector3.Divide (diff, d); steer = Vector3.Add (steer, diff); count++; // Keep track of how many } } // Average -- divide by how many 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_maxSpeed; steer -= m_vel; //steer.limit(maxforce); steer = Util.Limit (steer, m_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 = new Vector3 (0, 0, 0); int count = 0; foreach (Boid other in boids) { float d = Vector3.Distance (m_loc, other.Location); if ((d > 0) && (d < m_neighborDist)) { steer += other.Velocity; 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_maxSpeed; steer -= m_vel; //steer.limit(maxforce); steer = Util.Limit (steer, m_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 boids) { Vector3 sum = Vector3.Zero; // Start with empty vector to accumulate all locations int count = 0; foreach (Boid other in boids) { float d = Vector3.Distance (m_loc, other.Location); if ((d > 0) && (d < m_neighborDist)) { sum += other.Location; // Add location count++; } } if (count > 0) { sum /= (float)count; return Steer (sum, false); // Steer towards the location } return sum; } } }