OpenSimBirds/Flocking/FlockingModule.cs

156 lines
4.0 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.Timers;
using System.Collections.Generic;
using OpenMetaverse;
using System.IO;
using Nini.Config;
using System.Threading;
using log4net;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Framework;
using OpenSim.Framework.Console;
namespace Flocking
{
public class FlockingModule : INonSharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger (System.Reflection.MethodBase.GetCurrentMethod ().DeclaringType);
private Scene m_scene;
private FlockingModel m_model;
private FlockingView m_view;
private bool m_enabled = false;
private bool m_ready = false;
private uint m_frame = 0;
private int m_frameUpdateRate = 1;
#region IRegionModule Members
public void Initialise (IConfigSource source)
{
//TODO: check if we are in the ini files
//TODO: if so get some physical constants out of them and pass into the model
m_enabled = true;
}
public void AddRegion (Scene scene)
{
m_log.Info("ADDING FLOCKING");
m_scene = scene;
if (m_enabled) {
m_scene.EventManager.OnFrame += FlockUpdate;
m_model = new FlockingModel();
m_view = new FlockingView (m_scene);
m_scene.AddCommand (this, "flocking", "I haz got a Flocking Module", "wotever" , null);
}
}
public void RegionLoaded (Scene scene)
{
if (m_enabled) {
// Generate initial flock values
m_model.Initialise( 200, 255, 255, 255);
m_view.PostInitialize();
// Mark Module Ready for duty
m_ready = true;
}
}
public void RemoveRegion (Scene scene)
{
if (m_enabled) {
m_scene.EventManager.OnFrame -= FlockUpdate;
}
}
public string Name {
get { return "FlockingModule"; }
}
public bool IsSharedModule {
get { return false; }
}
#endregion
#region EventHandlers
public void FlockUpdate()
{
if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready)
{
return;
}
//m_log.InfoFormat("update my boids");
// work out where everyone has moved to
// and tell the scene to render the new positions
List<Boid> boids = m_model.UpdateFlockPos();
m_view.Render(boids);
}
#endregion
#region IRegionModuleBase Members
public void Close ()
{
}
public Type ReplaceableInterface {
get { return null; }
}
#endregion
}
}