/* * 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 FlowMap m_flowMap; 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); } } } void AddBoid (string name) { Boid boid = new Boid (name, 3.0f, 0.05f, m_flowMap); // find an initial random location for this Boid // somewhere not within an obstacle int xInit = m_rnd.Next(m_flowMap.LengthX); int yInit = m_rnd.Next(m_flowMap.LengthY); int zInit = m_rnd.Next(m_flowMap.LengthZ); while( m_flowMap.IsWithinObstacle( xInit, yInit, zInit ) ){ xInit = m_rnd.Next(m_flowMap.LengthX); yInit = m_rnd.Next(m_flowMap.LengthY); zInit = m_rnd.Next(m_flowMap.LengthZ); } boid.Location = new Vector3 (Convert.ToSingle(xInit), Convert.ToSingle(yInit), Convert.ToSingle(zInit)); m_flock.Add (boid); } public void Initialise (int num, FlowMap flowMap) { m_flowMap = flowMap; 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; } } }