/* * 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); 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; #region IRegionModule Members public void Initialise (IConfigSource source) { //TODO: check if we are in the ini files //TODO: if so get some physical constants out of them and pass into the model m_enabled = true; } public void AddRegion (Scene scene) { m_log.Info("ADDING FLOCKING"); m_scene = scene; if (m_enabled) { m_scene.EventManager.OnFrame += FlockUpdate; m_model = new FlockingModel(); m_view = new FlockingView (m_scene); m_scene.AddCommand (this, "flocking", "I haz got a Flocking Module", "wotever" , null); } } public void RegionLoaded (Scene scene) { if (m_enabled) { // Generate initial flock values m_model.Initialise( 200, 255, 255, 255); m_view.PostInitialize(); // Mark Module Ready for duty m_ready = true; } } public void RemoveRegion (Scene scene) { if (m_enabled) { m_scene.EventManager.OnFrame -= FlockUpdate; } } 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) { return; } //m_log.InfoFormat("update my boids"); // work out where everyone has moved to // and tell the scene to render the new positions List boids = m_model.UpdateFlockPos(); m_view.Render(boids); } #endregion #region IRegionModuleBase Members public void Close () { } public Type ReplaceableInterface { get { return null; } } #endregion } }