/* * 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 const float DEG_TO_RAD = 0.01745329238f; 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 foreach (string name in m_sogMap.Keys) { RemoveSOGFromScene(name); } m_sogMap.Clear(); } public void Render (List boids) { foreach (Boid boid in boids) { 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, sog.AbsolutePosition, boid.Location); sog.UpdateGroupPosition(boid.Location); sog.UpdateGroupRotationR (rotation); } private static Quaternion CalcRotationToEndpoint (SceneObjectGroup copy, Vector3 sv, Vector3 ev) { Vector3 currDirVec = Vector3.UnitX; float angle = 0f; copy.GroupRotation.GetAxisAngle (out currDirVec, out angle); currDirVec.Normalize (); Vector3 desiredDirVec = Vector3.Subtract (ev, sv); desiredDirVec.Normalize (); Quaternion rot = Vector3.RotationBetween (currDirVec, desiredDirVec); //Quaternion x90 = Quaternion.CreateFromEulers (90f * DEG_TO_RAD, 0f, 0f); //rot = rot * x90; 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 = null; foreach (EntityBase e in m_scene.GetEntities()) { if (e.Name == name) { retVal = (SceneObjectGroup)e; break; } } // 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); } } }