OpenSimBirds/Module/BirdsModule/FlockingModel.cs

136 lines
4.4 KiB
C#

/*
* Copyright (c) Contributors, https://github.com/jonc/osboids
* https://github.com/JakDaniels/OpenSimBirds
* 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;
namespace Flocking
{
public class FlockingModel
{
private List<Bird> m_flock = new List<Bird>();
private FlowMap m_flowMap;
private float m_maxSpeed;
private float m_maxForce;
private float m_neighbourDistance;
private float m_desiredSeparation;
private float m_tolerance;
private float m_border;
private string m_name;
private Random m_rnd = new Random(Environment.TickCount);
public int Size {
get {return m_flock.Count;}
set {
//if( value < m_flock.Count ) {
// m_flock.RemoveRange( 0, m_flock.Count - value );
//} else
m_flock = new List<Bird>();
while( value > m_flock.Count ) {
AddBird(m_name + m_flock.Count);
}
}
}
public FlockingModel(string moduleName, float maxSpeed, float maxForce, float neighbourDistance, float desiredSeparation, float tolerance, float border) {
m_name = moduleName;
m_maxSpeed = maxSpeed;
m_maxForce = maxForce;
m_neighbourDistance = neighbourDistance;
m_desiredSeparation = desiredSeparation;
m_tolerance = tolerance;
m_border = border;
}
void AddBird (string name)
{
Bird Bird = new Bird (name, this, m_flowMap);
// find an initial random location for this Bird
// somewhere not within an obstacle
int xInit = m_rnd.Next(m_flowMap.LengthX);
int yInit = m_rnd.Next(m_flowMap.LengthY);
int zInit = m_rnd.Next(m_flowMap.LengthZ);
while( m_flowMap.IsWithinObstacle( xInit, yInit, zInit ) ){
xInit = m_rnd.Next(m_flowMap.LengthX);
yInit = m_rnd.Next(m_flowMap.LengthY);
zInit = m_rnd.Next(m_flowMap.LengthZ);
}
Bird.Location = new Vector3 (Convert.ToSingle(xInit), Convert.ToSingle(yInit), Convert.ToSingle(zInit));
m_flock.Add (Bird);
}
public float MaxSpeed {
get {return m_maxSpeed;}
set { m_maxSpeed = value; }
}
public float MaxForce {
get {return m_maxForce;}
set { m_maxForce = value; }
}
public float NeighbourDistance {
get {return m_neighbourDistance;}
set { m_neighbourDistance = value; }
}
public float DesiredSeparation {
get {return m_desiredSeparation;}
set { m_desiredSeparation = value; }
}
public float Tolerance {
get {return m_tolerance;}
set { m_tolerance = value; }
}
public void Initialise (int num, FlowMap flowMap)
{
m_flowMap = flowMap;
for (int i = 0; i < num; i++) {
AddBird (m_name + i );
}
}
public List<Bird> UpdateFlockPos ()
{
foreach (Bird b in m_flock) {
b.MoveInSceneRelativeToFlock(m_flock); // Passing the entire list of Birds to each Bird individually
}
return m_flock;
}
}
}