143 lines
4.7 KiB
C#
143 lines
4.7 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.Timers;
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using System.Collections.Generic;
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using OpenMetaverse;
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using System.IO;
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using Nini.Config;
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using System.Threading;
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using log4net;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Services.Interfaces;
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namespace Flocking
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{
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public class FlockingModule : INonSharedRegionModule
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{
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public static string NAME = "FlockingModule";
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private bool m_enabled = false;
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private int m_chatChannel = 118;
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private string m_boidPrim = "boid-prim";
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private FlockingController m_controller;
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private BoidBehaviour m_behaviour;
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private int m_flockSize = 100;
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#region IRegionModule Members
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public void Initialise (IConfigSource source)
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{
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//check if we are in the ini files
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//if so get some default values out of them and pass them onto the controller
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IConfig config = source.Configs ["Boids"];
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if (config != null) {
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m_chatChannel = config.GetInt ("chat-channel", 118);
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m_boidPrim = config.GetString ("boid-prim", "boidPrim");
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m_flockSize = config.GetInt ("flock-size", 100);
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m_behaviour = new BoidBehaviour ();
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m_behaviour.maxSpeed = config.GetFloat ("max-speed", 1f);
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m_behaviour.maxForce = config.GetFloat ("max-force", 0.25f);
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m_behaviour.neighbourDistance = config.GetFloat ("neighbour-dist", 25f);
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m_behaviour.desiredSeparation = config.GetFloat ("desired-separation", 20f);
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m_behaviour.tolerance = config.GetFloat ("tolerance", 5f);
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m_behaviour.separationWeighting = config.GetFloat ("separation-weighting", 1.5f);
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m_behaviour.alignmentWeighting = config.GetFloat ("alignment-weighting", 1f);
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m_behaviour.cohesionWeighting = config.GetFloat ("cohesion-weighting", 1f);
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m_behaviour.lookaheadDistance = config.GetFloat ("lookahead-dist", 100f);
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// we're in the config - so turn on this module
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m_enabled = true;
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}
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}
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public void AddRegion (Scene scene)
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{
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}
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public void RegionLoaded (Scene scene)
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{
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if (m_enabled) {
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//set up the boid module
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m_controller = new FlockingController (scene, m_behaviour, m_chatChannel, m_boidPrim, m_flockSize);
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RegisterCommand (new RoostCommand());
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RegisterCommand (new StopCommand());
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RegisterCommand (new StartCommand());
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RegisterCommand (new SetSizeCommand());
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RegisterCommand (new ShowStatsCommand());
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RegisterCommand (new SetPrimCommand());
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RegisterCommand (new SetPositionCommand());
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RegisterCommand (new SetBoundsCommand());
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RegisterCommand (new SetFrameRateCommand());
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RegisterCommand (new SetParameterCommand());
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}
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}
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public void RegisterCommand (FlockingCommand cmd)
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{
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m_controller.AddCommand( this, cmd);
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}
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public void RemoveRegion (Scene scene)
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{
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if (m_enabled) {
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m_controller.Deregister ();
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}
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}
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public string Name {
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get { return NAME; }
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}
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public bool IsSharedModule {
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get { return false; }
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}
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#endregion
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#region IRegionModuleBase Members
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public void Close ()
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{
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}
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public Type ReplaceableInterface {
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get { return null; }
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}
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#endregion
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}
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}
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