/*
* 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:
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* 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using log4net;
using OpenMetaverse;
namespace Flocking
{
public class Boid
{
private static readonly ILog m_log = LogManager.GetLogger (System.Reflection.MethodBase.GetCurrentMethod ().DeclaringType);
private string m_id;
private Vector3 m_loc;
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_neighborDist = 25.0f;
private float m_desiredSeparation = 20.0f;
private FlowMap m_flowMap;
///
/// 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, FlowMap flowMap)
{
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 = 5.0f;
m_maxSpeed = ms;
m_maxForce = mf;
m_flowMap = flowMap;
}
public Vector3 Location {
get { return m_loc;}
set { m_loc = value; }
}
public Vector3 Velocity {
get { return m_vel;}
}
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)
{
// we would like to stay with our mates
Flock (boids);
// our first priority is to not hurt ourselves
AvoidObstacles ();
// then we want to avoid any threats
// this not implemented yet
// ok so we worked our where we want to go, so ...
UpdatePositionInScene ();
}
///
/// 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 AvoidObstacles ()
{
//look tolerance metres ahead
Vector3 normVel = Vector3.Normalize(m_vel);
Vector3 inFront = m_loc + Vector3.Multiply(normVel, m_tolerance);
if( m_flowMap.WouldHitObstacle( m_loc, inFront ) ) {
AdjustVelocityToAvoidObstacles ();
}
}
void AdjustVelocityToAvoidObstacles ()
{
for( int i = 1; i < 5; i++ ) {
Vector3 normVel = Vector3.Normalize(m_vel);
int xDelta = m_rndnums.Next (-i, i);
int yDelta = m_rndnums.Next (-i, i);
int zDelta = m_rndnums.Next (-i, i);
normVel.X += xDelta;
normVel.Y += yDelta;
normVel.Z += zDelta;
Vector3 inFront = m_loc + Vector3.Multiply(normVel, m_tolerance);
if( !m_flowMap.WouldHitObstacle( m_loc, inFront ) ) {
m_vel.X += xDelta;
m_vel.Y += yDelta;
m_vel.Z += zDelta;
//m_log.Info("avoided");
return;
}
}
//m_log.Info("didn't avoid");
// try increaing our acceleration
// or try decreasing our acceleration
// or turn around - coz where we came from was OK
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;
}
}
}