OpenSimBirds/Module/BirdsModule/FlockingView.cs

174 lines
6.0 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;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using log4net;
namespace Flocking
{
public class FlockingView
{
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
private UUID m_owner;
private String m_name;
private String m_birdPrim;
private Dictionary<string, SceneObjectGroup> m_sogMap = new Dictionary<string, SceneObjectGroup> ();
public FlockingView (String moduleName, Scene scene)
{
m_name = moduleName;
m_scene = scene;
}
public void PostInitialize (UUID owner)
{
m_owner = owner;
}
public String BirdPrim {
get { return m_birdPrim; }
set{ m_birdPrim = value;}
}
public void Clear ()
{
//trash everything we have
foreach (string name in m_sogMap.Keys)
{
m_log.InfoFormat("[{0}]: Removing prim {1} from region {2}", m_name, name, m_scene.RegionInfo.RegionName);
SceneObjectGroup sog = m_sogMap[name];
m_scene.DeleteSceneObject(sog, false);
}
m_sogMap.Clear();
m_scene.ForceClientUpdate();
}
public void Render(List<Bird> birds)
{
foreach (Bird bird in birds) {
DrawBird (bird);
}
}
private void DrawBird (Bird bird)
{
SceneObjectPart existing = m_scene.GetSceneObjectPart (bird.Id);
SceneObjectGroup sog;
SceneObjectPart rootPart;
if (existing == null) {
m_log.InfoFormat("[{0}]: Adding prim {1} in region {2}", m_name, bird.Id, m_scene.RegionInfo.RegionName);
SceneObjectGroup group = findByName (m_birdPrim);
sog = CopyPrim (group, bird.Id);
rootPart = sog.RootPart;
rootPart.AddFlag(PrimFlags.Temporary);
rootPart.AddFlag(PrimFlags.Phantom);
//set prim to phantom
//sog.UpdatePrimFlags(rootPart.LocalId, false, false, true, false);
m_sogMap [bird.Id] = sog;
m_scene.AddNewSceneObject (sog, false);
// Fire script on_rez
sog.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 1);
rootPart.ParentGroup.ResumeScripts();
rootPart.ScheduleFullUpdate();
sog.DetachFromBackup();
} else {
sog = existing.ParentGroup;
m_sogMap[bird.Id] = sog;
//rootPart = sog.RootPart;
//set prim to phantom
//sog.UpdatePrimFlags(rootPart.LocalId, false, false, true, false);
}
Quaternion rotation = CalcRotationToEndpoint (sog, sog.AbsolutePosition, bird.Location);
sog.UpdateGroupRotationPR( bird.Location, rotation);
}
private static Quaternion CalcRotationToEndpoint (SceneObjectGroup copy, Vector3 sv, Vector3 ev)
{
//llSetRot(llRotBetween(<1,0,0>,llVecNorm(targetPosition - llGetPos())));
// bird wil fly x forwards and Z up
Vector3 currDirVec = Vector3.UnitX;
Vector3 desiredDirVec = Vector3.Subtract (ev, sv);
desiredDirVec.Normalize ();
Quaternion rot = Vector3.RotationBetween (currDirVec, desiredDirVec);
return rot;
}
private SceneObjectGroup CopyPrim (SceneObjectGroup prim, string name)
{
SceneObjectGroup copy = prim.Copy (true);
copy.Name = name;
copy.DetachFromBackup ();
return copy;
}
private SceneObjectGroup findByName (string name)
{
SceneObjectGroup retVal = null;
foreach (EntityBase e in m_scene.GetEntities()) {
if (e.Name == name) {
retVal = (SceneObjectGroup)e;
break;
}
}
// can't find it so make a default one
if (retVal == null) {
m_log.InfoFormat("[{0}]: Prim named {1} was not found in region {2}. Making default wooden sphere.", m_name, name, m_scene.RegionInfo.RegionName);
retVal = MakeDefaultPrim (name);
}
return retVal;
}
private SceneObjectGroup MakeDefaultPrim (string name)
{
PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere ();
shape.Scale = new Vector3 (0.5f, 0.5f, 0.5f);
SceneObjectGroup prim = new SceneObjectGroup(m_owner, new Vector3((float)m_scene.RegionInfo.RegionSizeX / 2, (float)m_scene.RegionInfo.RegionSizeY / 2, 25f), shape);
prim.Name = name;
prim.DetachFromBackup ();
m_scene.AddNewSceneObject (prim, false);
return prim;
}
}
}