211 lines
5.1 KiB
C#
211 lines
5.1 KiB
C#
/*
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* Copyright (c) Contributors, https://github.com/jonc/osboids
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using Utils = OpenSim.Framework.Util;
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namespace Flocking
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{
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public enum FlockGoal
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{
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Roost = 0x01,
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Perch = 0x02,
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Flock = 0x04,
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}
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public class FlockingModel
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{
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private List<Boid> m_flock = new List<Boid>();
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private FlowField m_flowField;
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private BoidBehaviour m_behaviour;
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private int m_flockSize = 100;
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private Vector3 m_boidSize;
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private Vector3 m_startPos;
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private FlockGoal m_goal = FlockGoal.Flock;
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private bool m_active = false;
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private int m_minX = 0;
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private int m_maxX = 256;
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private int m_minY = 0;
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private int m_maxY = 256;
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private int m_minZ = 0;
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private int m_maxZ = 256;
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public int Size {
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get {return m_flockSize;}
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set {
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if( value < m_flock.Count ) {
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m_flock.RemoveRange( 0, m_flock.Count - value );
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} else while( value > m_flock.Count ) {
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AddBoid( "boid"+m_flock.Count);
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}
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}
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}
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public FlockGoal Goal {
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get { return m_goal; }
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set { m_goal = value; }
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}
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public int MaxX {
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get {
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return this.m_maxX;
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}
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set {
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m_maxX = value;
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}
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}
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public int MaxY {
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get {
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return this.m_maxY;
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}
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set {
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m_maxY = value;
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}
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}
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public int MaxZ {
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get {
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return this.m_maxZ;
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}
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set {
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m_maxZ = value;
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}
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}
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public int MinX {
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get {
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return this.m_minX;
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}
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set {
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m_minX = value;
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}
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}
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public int MinY {
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get {
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return this.m_minY;
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}
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set {
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m_minY = value;
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}
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}
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public int MinZ {
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get {
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return this.m_minZ;
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}
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set {
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m_minZ = value;
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}
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}
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public bool Active {
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get { return m_active; }
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set { m_active = value; }
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}
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public Vector3 StartPosition {
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get { return m_startPos; }
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set { m_startPos = value; }
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}
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public BoidBehaviour Behaviour {
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get { return m_behaviour; }
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set { m_behaviour = value; }
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}
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public Vector3 BoidSize {
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set { m_boidSize = value; }
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}
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public FlockingModel( FlowField field, BoidBehaviour behaviour, Vector3 startPos ) {
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m_flowField = field;
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m_behaviour = behaviour;
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m_startPos = startPos;
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}
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void AddBoid (string name)
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{
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Boid boid = new Boid (name, m_boidSize, m_behaviour);
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double d1 = ( Utils.RandomClass.NextDouble() - 0.5 ) * 20;
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double d2 = ( Utils.RandomClass.NextDouble() - 0.5 ) * 20;
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double d3 = ( Utils.RandomClass.NextDouble() - 0.5 ) * 20;
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boid.Location = m_startPos + new Vector3( (float)d1, (float)d2, (float)d3 );
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boid.Velocity = Vector3.UnitX;
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m_flock.Add (boid);
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}
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public bool ContainsPoint (Vector3 position)
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{
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return m_flowField.ContainsPoint( position );
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}
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public void Initialise (FlowField flowField)
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{
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m_flowField = flowField;
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for (int i = 0; i < m_flockSize; i++) {
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AddBoid ("boid"+i );
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//UpdateFlockPos();
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}
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}
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public List<Boid> GetNeighbours(Boid boid) {
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return m_flock.FindAll(delegate(Boid other)
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{
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return (boid != other) && (Utils.GetDistanceTo (boid.Location, other.Location) < m_behaviour.neighbourDistance);
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});
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}
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public List<Boid> UpdateFlockPos ()
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{
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if( m_active ) {
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m_flock.ForEach( delegate(Boid boid) {
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boid.MoveInSceneRelativeToFlock(GetNeighbours(boid), m_flowField);
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} );
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}
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return m_flock;
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}
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public override string ToString ()
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{
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string retVal = "Num Boids: " + m_flockSize + Environment.NewLine
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+ m_behaviour.ToString() + Environment.NewLine
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+ m_flowField.ToString();
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return retVal;
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}
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}
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}
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