/* * 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 OpenSim.Framework; using OpenSim.Region.Framework.Scenes; namespace Flocking { public class FlockingView { private Scene m_scene; private UUID m_owner; private String m_boidPrim; private Dictionary m_sogMap = new Dictionary (); public FlockingView (Scene scene) { m_scene = scene; } public void PostInitialize (UUID owner) { m_owner = owner; } public String BoidPrim { set{ m_boidPrim = value;} } public void Clear () { //trash everything we have List current = new List (m_sogMap.Keys); current.ForEach (delegate(string name) { RemoveSOGFromScene(name); }); m_sogMap.Clear(); } public void Render (List boids) { boids.ForEach(delegate( Boid boid ) { DrawBoid (boid); }); } private void DrawBoid (Boid boid) { SceneObjectPart existing = m_scene.GetSceneObjectPart (boid.Id); SceneObjectGroup sog; if (existing == null) { SceneObjectGroup group = findByName (m_boidPrim); sog = CopyPrim (group, boid.Id); m_sogMap [boid.Id] = sog; m_scene.AddNewSceneObject (sog, false); } else { sog = existing.ParentGroup; } Quaternion rotation = CalcRotationToEndpoint (sog, boid.Location); sog.UpdateGroupRotationPR( boid.Location, rotation); } private static Quaternion CalcRotationToEndpoint (SceneObjectGroup sog, Vector3 ev) { //llSetRot(llRotBetween(<1,0,0>,llVecNorm(targetPosition - llGetPos()))); // boid wil fly x forwards and Z up Vector3 sv = sog.AbsolutePosition; Vector3 currDirVec = Vector3.UnitX; Vector3 desiredDirVec = Vector3.Subtract (ev, sv); desiredDirVec.Normalize (); Quaternion rot = Vector3.RotationBetween (currDirVec, desiredDirVec); //TODO: if we turn upside down, flip us over by rotating along Y return rot; } private SceneObjectGroup CopyPrim (SceneObjectGroup prim, string name) { SceneObjectGroup copy = prim.Copy (true); copy.Name = name; copy.DetachFromBackup (); return copy; } private SceneObjectGroup findByName (string name) { SceneObjectGroup retVal = (SceneObjectGroup)m_scene.Entities.Find (delegate( EntityBase e ) { return (e.Name == name) && (e is SceneObjectGroup); }); // can't find it so make a default one if (retVal == null) { retVal = MakeDefaultPrim (name); } return retVal; } private SceneObjectGroup MakeDefaultPrim (string name) { PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere (); shape.Scale = new Vector3 (0.5f, 0.5f, 0.5f); SceneObjectGroup prim = new SceneObjectGroup (m_owner, new Vector3 (128f, 128f, 25f), shape); prim.Name = name; prim.DetachFromBackup (); m_scene.AddNewSceneObject (prim, false); return prim; } private void RemoveSOGFromScene(string sogName) { SceneObjectGroup sog = m_sogMap[sogName]; m_scene.DeleteSceneObject(sog, false); } } }