104 lines
4.2 KiB
Plaintext
104 lines
4.2 KiB
Plaintext
Region Module - ability to control flocks within an OpenSim scene
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This branch tracks the OpenSim 0.7.1.1 release
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To build from source
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Add osboids source tree under opensim/addon-modules
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./runprebuild.sh against opensim root to build this module into the solution
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then xbuild, or build within Visual Studio / Monodevelop to produce the binaries
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osboids has no external dependencies other than the dlls currently included in opensim.
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The project generates a single dll - Flocking.dll which is copied into opensim/bin as part of the build step
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Configuration
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To become active, the module needs to be both referenced and enabled in the ini files. Otherwise it does nothing on startup
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Entry is as follows:
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[Boids]
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enabled = true
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removing the Boids group or setting enabled = false will switch off the module
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In addition various config parameters are available to control the flock dynamics
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flock-size = 100 the number of Boids to flock
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By default the module will create a flock of plain wooden spheres, however this can be overridden
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boid-prim = fish01 names the prim to use to represent each boid in the flock
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currently this prim needs to already exist in the scene - i.e. be rezzed in the region.
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Eventually this will be an inventory lookup
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Various runtime commands control the flocking module behaviour - described below. These can either be invoked
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from the Console or in world by directing them to a chat channel. To specify which channel to use:
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chat-channel = 118 the chat channel to listen for boid commands on
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Runtime Commands
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The following commands, which can either be issued on the Console, or via a chat channel in-world, control the behaviour
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of the flock at runtime
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flock-stop or /118 stop in chat - stop all flocking and remove boids from the region
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flock-start or /118 start - start the flocking simulation
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flock-size <num> or /118 size <num> - change the size of the flock
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flock-prim <name> or /118 prim <name> - change the boid prim to that passed in - must be rezzed in the scene
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flock-framerate <num> or /118 framerate - only update the flock positions every <num> frames - only really useful
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- for photography and debugging boid behaviour
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Additionally various parameters of the flocking algorithms can be set at runtime, these are configured using the
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flock-set <name> <value> or /118 set <name> <value> commands
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The following parameters can be set - current defaults are shown below
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max-speed = 3 how far each boid can travel per update
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max-force = 0.25 the maximum acceleration allowed to the current velocity of the boid
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neighbour-distance = 25 max distance for other boids to be considered in the same flock as us
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desired-separation = 20 how far away from other boids we would like to stay
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tolerance = 5 how close to the edges of objects or the scene should our boid get
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separation-weighting = 1.5 factor by which closeness to other boids should be favoured when updating position in flock
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alignment-weighting = 1 factor by which alignment with other boids should be favoured when updating position in flock
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cohesion-weighting = 1 factor by which keeping within the local flock should be favoured when updating position in flock
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lookahead-distance = 10 how far in front should the boid look for edges and boundaries
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Boidprims
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Any, currently rezzed in scene, object can be used as the boid prim. However fps is very much affected by the
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complexity of the entity to use. It is easier to throw a single prim (or sculpty) around the scene than it is to
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throw the constituent parts of a 200 linked prim dragon.
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Tests show that a few hundred single prims can be flocked effectively - depending on system and network
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I intend to allow inventory items and UUIDs to represent the boids - this is not written yet however.
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Prebuilt binaries etc.. proved in project root
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Status
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probably made it to alpha by now ...
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Next Steps
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I want to improve the ability of the boids to avoid obstacles within the scene. Current avoidance is pretty basic, and
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only functions correctly about fifty percent of the time. Need to improve this without increasing computational cost.
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Licence: all files released under a BSD licence
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