OpenSimBirds/Flocking/FlockingModel.cs

211 lines
5.1 KiB
C#

/*
* 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 Utils = OpenSim.Framework.Util;
namespace Flocking
{
public enum FlockGoal
{
Roost = 0x01,
Perch = 0x02,
Flock = 0x04,
}
public class FlockingModel
{
private List<Boid> m_flock = new List<Boid>();
private FlowField m_flowField;
private BoidBehaviour m_behaviour;
private int m_flockSize = 100;
private Vector3 m_boidSize;
private Vector3 m_startPos;
private FlockGoal m_goal = FlockGoal.Flock;
private bool m_active = false;
private int m_minX = 0;
private int m_maxX = 256;
private int m_minY = 0;
private int m_maxY = 256;
private int m_minZ = 0;
private int m_maxZ = 256;
public int Size {
get {return m_flockSize;}
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 FlockGoal Goal {
get { return m_goal; }
set { m_goal = value; }
}
public int MaxX {
get {
return this.m_maxX;
}
set {
m_maxX = value;
}
}
public int MaxY {
get {
return this.m_maxY;
}
set {
m_maxY = value;
}
}
public int MaxZ {
get {
return this.m_maxZ;
}
set {
m_maxZ = value;
}
}
public int MinX {
get {
return this.m_minX;
}
set {
m_minX = value;
}
}
public int MinY {
get {
return this.m_minY;
}
set {
m_minY = value;
}
}
public int MinZ {
get {
return this.m_minZ;
}
set {
m_minZ = value;
}
}
public bool Active {
get { return m_active; }
set { m_active = value; }
}
public Vector3 StartPosition {
get { return m_startPos; }
set { m_startPos = value; }
}
public BoidBehaviour Behaviour {
get { return m_behaviour; }
set { m_behaviour = value; }
}
public Vector3 BoidSize {
set { m_boidSize = value; }
}
public FlockingModel( FlowField field, BoidBehaviour behaviour, Vector3 startPos ) {
m_flowField = field;
m_behaviour = behaviour;
m_startPos = startPos;
}
void AddBoid (string name)
{
Boid boid = new Boid (name, m_boidSize, m_behaviour);
double d1 = ( Utils.RandomClass.NextDouble() - 0.5 ) * 20;
double d2 = ( Utils.RandomClass.NextDouble() - 0.5 ) * 20;
double d3 = ( Utils.RandomClass.NextDouble() - 0.5 ) * 20;
boid.Location = m_startPos + new Vector3( (float)d1, (float)d2, (float)d3 );
boid.Velocity = Vector3.UnitX;
m_flock.Add (boid);
}
public bool ContainsPoint (Vector3 position)
{
return m_flowField.ContainsPoint( position );
}
public void Initialise (FlowField flowField)
{
m_flowField = flowField;
for (int i = 0; i < m_flockSize; i++) {
AddBoid ("boid"+i );
//UpdateFlockPos();
}
}
public List<Boid> GetNeighbours(Boid boid) {
return m_flock.FindAll(delegate(Boid other)
{
return (boid != other) && (Utils.GetDistanceTo (boid.Location, other.Location) < m_behaviour.neighbourDistance);
});
}
public List<Boid> UpdateFlockPos ()
{
if( m_active ) {
m_flock.ForEach( delegate(Boid boid) {
boid.MoveInSceneRelativeToFlock(GetNeighbours(boid), m_flowField);
} );
}
return m_flock;
}
public override string ToString ()
{
string retVal = "Num Boids: " + m_flockSize + Environment.NewLine
+ m_behaviour.ToString() + Environment.NewLine
+ m_flowField.ToString();
return retVal;
}
}
}