303 lines
8.6 KiB
C#
303 lines
8.6 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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namespace Flocking
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{
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public class FlockingModule : INonSharedRegionModule
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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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static object m_sync = new object();
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private Scene m_scene;
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private FlockingModel m_model;
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private FlockingView m_view;
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private bool m_enabled = false;
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private bool m_ready = false;
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private uint m_frame = 0;
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private int m_frameUpdateRate = 1;
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private int m_chatChannel = 118;
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private string m_boidPrim;
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private ChatCommandParser m_chatCommandParser;
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private FlockParameters m_parameters;
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private UUID m_owner;
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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 physical constants out of them and pass into the model
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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_parameters = new FlockParameters();
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m_parameters.flockSize = config.GetInt ("flock-size", 100);
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m_parameters.maxSpeed = config.GetFloat("max-speed", 3f);
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m_parameters.maxForce = config.GetFloat("max-force", 0.25f);
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m_parameters.neighbourDistance = config.GetFloat("neighbour-dist", 25f);
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m_parameters.desiredSeparation = config.GetFloat("desired-separation", 20f);
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m_parameters.tolerance = config.GetFloat("tolerance", 5f);
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m_parameters.separationWeighting = config.GetFloat("separation-weighting", 1.5f);
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m_parameters.alignmentWeighting = config.GetFloat("alignment-weighting", 1f);
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m_parameters.cohesionWeighting = config.GetFloat("cohesion-weighting", 1f);
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m_parameters.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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//m_log.Info ("ADDING FLOCKING");
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m_scene = scene;
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if (m_enabled) {
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//register commands
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m_chatCommandParser = new ChatCommandParser(this, scene, m_chatChannel);
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RegisterCommands ();
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//register handlers
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m_scene.EventManager.OnFrame += FlockUpdate;
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m_scene.EventManager.OnChatFromClient += m_chatCommandParser.SimChatSent; //listen for commands sent from the client
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// init module
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m_model = new FlockingModel (m_parameters);
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m_view = new FlockingView (m_scene);
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m_view.BoidPrim = m_boidPrim;
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}
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}
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void chatCom (object sender, OSChatMessage chat)
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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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//build a proper flow field based on the scene
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FlowField field = new FlowField(scene, new Vector3(128f, 128f, 128f), 200, 200, 200);
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// Generate initial flock values
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m_model.Initialise (field);
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// who is the owner for the flock in this region
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m_owner = m_scene.RegionInfo.EstateSettings.EstateOwner;
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m_view.PostInitialize (m_owner);
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// Mark Module Ready for duty
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m_ready = true;
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}
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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_scene.EventManager.OnFrame -= FlockUpdate;
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m_scene.EventManager.OnChatFromClient -= m_chatCommandParser.SimChatSent;
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}
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}
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public string Name {
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get { return "FlockingModule"; }
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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 EventHandlers
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public void FlockUpdate ()
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{
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if (((m_frame++ % m_frameUpdateRate) != 0) || !m_ready || !m_enabled) {
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return;
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}
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// work out where everyone has moved to
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// and tell the scene to render the new positions
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lock( m_sync ) {
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List<Boid > boids = m_model.UpdateFlockPos ();
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m_view.Render (boids);
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}
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}
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#endregion
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#region Command Handling
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private void AddCommand (string cmd, string args, string help, CommandDelegate fn)
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{
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string argStr = "";
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if (args.Trim ().Length > 0) {
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argStr = " <" + args + "> ";
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}
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m_scene.AddCommand (this, "flock-" + cmd, "flock-" + cmd + argStr, help, fn);
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m_chatCommandParser.AddCommand(cmd, args, help, fn);
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}
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private void RegisterCommands ()
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{
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AddCommand ("stop", "", "Stop all Flocking", HandleStopCmd);
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AddCommand ("start", "", "Start Flocking", HandleStartCmd);
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AddCommand ("size", "num", "Adjust the size of the flock ", HandleSetSizeCmd);
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AddCommand ("stats", "", "show flocking stats", HandleShowStatsCmd);
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AddCommand ("prim", "name", "set the prim used for each boid to that passed in", HandleSetPrimCmd);
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AddCommand ("framerate", "num", "[debugging] only update boids every <num> frames", HandleSetFrameRateCmd);
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AddCommand ("set", "name, value", "change the flock dynamics", HandleSetParameterCmd);
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}
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private bool ShouldHandleCmd ()
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{
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return m_scene.ConsoleScene () == m_scene;
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}
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private bool IsInWorldCmd (ref string [] args)
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{
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bool retVal = false;
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if (args.Length > 0 && args [args.Length - 1].Equals ("<ui>")) {
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retVal = true;
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}
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return retVal;
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}
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private void ShowResponse (string response, bool inWorld)
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{
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if (inWorld) {
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ScenePresence owner = m_scene.GetScenePresence(m_owner);
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m_chatCommandParser.SendMessage(owner, response);
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} else {
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MainConsole.Instance.Output (response);
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}
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}
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public void HandleSetParameterCmd(string module, string[] args)
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{
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if (ShouldHandleCmd ()) {
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}
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}
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public void HandleStopCmd (string module, string[] args)
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{
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if (ShouldHandleCmd ()) {
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m_log.Info ("stop the flocking capability");
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m_enabled = false;
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m_view.Clear ();
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}
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}
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void HandleSetFrameRateCmd (string module, string[] args)
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{
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if (ShouldHandleCmd ()) {
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int frameRate = Convert.ToInt32( args[1] );
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m_frameUpdateRate = frameRate;
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}
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}
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public void HandleStartCmd (string module, string[] args)
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{
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if (ShouldHandleCmd ()) {
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m_log.Info ("start the flocking capability");
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m_enabled = true;
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FlockUpdate ();
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}
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}
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public void HandleSetSizeCmd (string module, string[] args)
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{
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if (ShouldHandleCmd ()) {
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lock( m_sync ) {
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int newSize = Convert.ToInt32(args[1]);
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m_model.Size = newSize;
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m_view.Clear();
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}
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}
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}
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public void HandleShowStatsCmd (string module, string[] args)
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{
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if (ShouldHandleCmd ()) {
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bool inWorld = IsInWorldCmd (ref args);
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string str = "Num Boids = " + m_model.Size;
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ShowResponse (str, inWorld);
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}
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}
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public void HandleSetPrimCmd (string module, string[] args)
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{
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if (ShouldHandleCmd ()) {
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string primName = args[1];
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lock(m_sync) {
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m_view.BoidPrim = primName;
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m_view.Clear();
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}
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}
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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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