/* * 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 FlockingModel { private List m_flock = new List(); private FlowField m_flowField; private float m_maxSpeed; private float m_maxForce; private float m_neighbourDistance; private float m_desiredSeparation; private float m_tolerance; private Random m_rnd = new Random(Environment.TickCount); public int Size { get {return m_flock.Count;} set { if( value < m_flock.Count ) { m_flock.RemoveRange( 0, m_flock.Count - value ); } else while( value > m_flock.Count ) { AddBoid( "boid"+m_flock.Count); } } } public FlockingModel( float maxSpeed, float maxForce, float neighbourDistance, float desiredSeparation, float tolerance ) { m_maxSpeed = maxSpeed; m_maxForce = maxForce; m_neighbourDistance = neighbourDistance; m_desiredSeparation = desiredSeparation; m_tolerance = tolerance; } void AddBoid (string name) { Boid boid = new Boid (name, this, m_flowField); // find an initial random location for this Boid // somewhere not within an obstacle int xInit = m_rnd.Next(Util.SCENE_SIZE); int yInit = m_rnd.Next(Util.SCENE_SIZE); int zInit = m_rnd.Next(Util.SCENE_SIZE); Vector3 location = new Vector3 (Convert.ToSingle(xInit), Convert.ToSingle(yInit), Convert.ToSingle(zInit)); boid.Location = location + m_flowField.AdjustVelocity(location, Vector3.UnitZ, 5f); m_flock.Add (boid); } public float MaxSpeed { get {return m_maxSpeed;} } public float MaxForce { get {return m_maxForce;} } public float NeighbourDistance { get {return m_neighbourDistance;} } public float DesiredSeparation { get {return m_desiredSeparation;} } public float Tolerance { get {return m_tolerance;} } public void Initialise (int num, FlowField flowField) { m_flowField = flowField; for (int i = 0; i < num; i++) { AddBoid ("boid"+i ); } } public List UpdateFlockPos () { foreach (Boid b in m_flock) { b.MoveInSceneRelativeToFlock(m_flock); // Passing the entire list of boids to each boid individually } return m_flock; } } }