335 lines
10 KiB
C#
335 lines
10 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 log4net;
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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 class Boid
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{
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// private static readonly ILog m_log = LogManager.GetLogger (System.Reflection.MethodBase.GetCurrentMethod ().DeclaringType);
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private string m_id;
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private Vector3 m_size;
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private Vector3 m_loc;
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private Vector3 m_vel;
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private Vector3 m_acc;
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private Random m_rndnums = new Random (Environment.TickCount);
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private BoidBehaviour m_behaviour;
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private FlowField m_flowField;
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/// <summary>
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/// Initializes a new instance of the <see cref="Flocking.Boid"/> class.
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/// </summary>
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/// <param name='l'>
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/// L. the initial position of this boid
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/// </param>
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/// <param name='ms'>
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/// Ms. max speed this boid can attain
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/// </param>
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/// <param name='mf'>
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/// Mf. max force / acceleration this boid can extert
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/// </param>
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public Boid (string id, Vector3 size, BoidBehaviour behaviour, FlowField flowField)
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{
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m_id = id;
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m_acc = Vector3.Zero;
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m_vel = new Vector3 (m_rndnums.Next (-1, 1), m_rndnums.Next (-1, 1), m_rndnums.Next (-1, 1));
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m_size = size;
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m_behaviour = behaviour;
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m_flowField = flowField;
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}
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public Vector3 Location {
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get { return m_loc;}
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set { m_loc = value; }
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}
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public Vector3 Velocity {
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get { return m_vel;}
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}
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public Vector3 Size {
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get { return m_size;}
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}
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public String Id {
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get {return m_id;}
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}
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/// <summary>
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/// Moves our boid in the scene relative to the rest of the flock.
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/// </summary>
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/// <param name='boids'>
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/// Boids. all the other chaps in the scene
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/// </param>
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public void MoveInSceneRelativeToFlock (List<Boid> neighbours)
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{
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//List<Boid> neighbours = m_model.GetNeighbours(this);
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// we would like to stay with our mates
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Flock (neighbours);
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// our first priority is to not hurt ourselves
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// so adjust where we would like to go to avoid hitting things
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AvoidObstacles ();
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// then we want to avoid any threats
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// this not implemented yet
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// ok so we worked our where we want to go, so ...
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UpdatePositionInScene ();
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}
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/// <summary>
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/// Move within our local flock
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/// We accumulate a new acceleration each time based on three rules
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/// these are:
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/// our separation from our closest neighbours,
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/// our desire to keep travelling within the local flock,
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/// our desire to move towards the flock centre
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///
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/// </summary>
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void Flock (List<Boid> neighbours)
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{
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// calc the force vectors on this boid
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Vector3 sep = Separate (neighbours); // Separation
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Vector3 ali = Align (neighbours); // Alignment
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Vector3 coh = Cohesion (neighbours); // Cohesion
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Vector3 ori = Orientation();
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// Arbitrarily weight these forces
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sep *= m_behaviour.separationWeighting;
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ali *= m_behaviour.alignmentWeighting;
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coh *= m_behaviour.cohesionWeighting;
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// Add the force vectors to the current acceleration of the boid
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m_acc += sep;
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m_acc += ali;
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m_acc += coh;
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m_acc += ori;
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}
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/// <summary>
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/// Method to update our location within the scene.
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/// update our location in the world based on our
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/// current location, velocity and acceleration
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/// taking into account our max speed
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///
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/// </summary>
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void UpdatePositionInScene ()
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{
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// Update velocity
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m_vel += m_acc;
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// Limit speed
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m_vel = Util.Limit (m_vel, m_behaviour.maxSpeed);
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m_loc += m_vel;
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// Reset accelertion to 0 each cycle
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m_acc *= 0.0f;
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}
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/// <summary>
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/// Seek the specified target. Move into that flock
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/// Accelerate us towards where we want to go
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/// </summary>
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/// <param name='target'>
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/// Target. the position within the flock we would like to achieve
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/// </param>
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void Seek (Vector3 target)
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{
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m_acc += Steer (target, false);
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}
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/// <summary>
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/// Arrive the specified target. Slow us down, as we are almost there
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/// </summary>
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/// <param name='target'>
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/// Target. the flock we would like to think ourselves part of
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/// </param>
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void arrive (Vector3 target)
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{
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m_acc += Steer (target, true);
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}
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/// A method that calculates a steering vector towards a target
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/// Takes a second argument, if true, it slows down as it approaches the target
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Vector3 Steer (Vector3 target, bool slowdown)
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{
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Vector3 steer = Vector3.Zero; // The steering vector
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Vector3 desired = target - m_loc; // A vector pointing from the location to the target
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float distance = desired.Length (); // Distance from the target is the magnitude of the vector
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// If the distance is greater than 0, calc steering (otherwise return zero vector)
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if (distance > 0) {
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// Normalize desired
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desired.Normalize ();
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// Two options for desired vector magnitude (1 -- based on distance, 2 -- maxspeed)
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if ((slowdown) && (distance < m_behaviour.lookaheadDistance )) {
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desired *= (m_behaviour.maxSpeed * (distance / m_behaviour.lookaheadDistance)); // This damping is somewhat arbitrary
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} else {
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desired *= m_behaviour.maxSpeed;
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}
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// Steering = Desired minus Velocity
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steer = desired - m_vel;
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//steer.limit(maxforce); // Limit to maximum steering force
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steer = Util.Limit (steer, m_behaviour.maxForce);
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}
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return steer;
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}
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/// <summary>
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/// navigate away from whatever it is we are too close to
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/// </summary>
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void AvoidObstacles ()
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{
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//look tolerance metres ahead
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m_acc += m_flowField.AdjustVelocity( this, m_behaviour.tolerance );
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}
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/// <summary>
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/// Separate ourselves from the specified boids.
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/// keeps us a respectable distance from our closest neighbours whilst still
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/// being part of our local flock
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/// </summary>
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/// <param name='neighbours'>
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/// Boids. all the boids in the scene
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/// </param>
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Vector3 Separate (List<Boid> neighbours)
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{
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// For every boid in the system, check if it's too close
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float desired = m_behaviour.desiredSeparation;
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//who are we too close to at the moment
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List<Boid> tooCloseNeighbours = neighbours.FindAll( delegate(Boid neighbour) {
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// Is the distance is less than the desired amount
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return Utils.DistanceLessThan(m_loc, neighbour.Location, desired); //GetDistanceTo (m_loc, neighbour.Location) < desired;
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});
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// move a bit away from them
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Vector3 steer = Vector3.Zero;
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tooCloseNeighbours.ForEach( delegate(Boid neighbour) {
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// Calculate vector pointing away from neighbor
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Vector3 diff = m_loc - neighbour.Location;
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steer += Utils.GetNormalizedVector(diff) / (float)(Utils.GetDistanceTo (m_loc, neighbour.Location));
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});
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if( steer.Length () > 0 ) {
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// Average -- divide by how many
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steer /= (float)tooCloseNeighbours.Count;
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// Implement Reynolds: Steering = Desired - Velocity
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steer.Normalize ();
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steer *= m_behaviour.maxSpeed;
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steer -= m_vel;
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//don't go too fast;
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steer = Util.Limit (steer, m_behaviour.maxForce);
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}
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return steer;
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}
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Vector3 Orientation() {
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Vector3 retVal = Vector3.Zero;
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float biggestLevel = Math.Max( m_vel.X, m_vel.Y );
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if ( biggestLevel == 0f ) {
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// wobble off the vertical
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retVal.X += (float)(2*m_rndnums.NextDouble() - 1f);
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retVal.Y += (float)(2*m_rndnums.NextDouble() - 1f);
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}
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return retVal;
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}
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/// <summary>
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/// Align our boid within the flock.
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/// For every nearby boid in the system, calculate the average velocity
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/// and move us towards that - this keeps us moving with the flock.
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/// </summary>
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/// <param name='boids'>
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/// Boids. all the boids in the scene - we only really care about those in the neighbourdist
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/// </param>
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Vector3 Align (List<Boid> boids)
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{
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Vector3 steer = Vector3.Zero;
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boids.ForEach( delegate( Boid other ) {
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steer += other.Velocity;
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});
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int count = boids.Count;
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if (count > 0) {
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steer /= (float)count;
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}
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// As long as the vector is greater than 0
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if (steer.Length () > 0) {
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// Implement Reynolds: Steering = Desired - Velocity
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steer.Normalize ();
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steer *= m_behaviour.maxSpeed;
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steer -= m_vel;
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//steer.limit(maxforce);
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steer = Util.Limit (steer, m_behaviour.maxForce);
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}
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return steer;
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}
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/// <summary>
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/// MAintain the cohesion of our local flock
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/// For the average location (i.e. center) of all nearby boids, calculate our steering vector towards that location
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/// </summary>
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/// <param name='neighbours'>
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/// Boids. the boids in the scene
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/// </param>
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Vector3 Cohesion (List<Boid> neighbours)
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{
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Vector3 sum = Vector3.Zero; // Start with empty vector to accumulate all locations
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neighbours.ForEach( delegate(Boid other) {
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sum += other.Location; // Add location
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});
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int count = neighbours.Count;
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if (count > 0) {
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sum /= (float)count;
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return Steer (sum, false); // Steer towards the location
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}
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return sum;
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}
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}
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}
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