* Tree Populator Module, use "script tree" to make a growing tree in your sim.

ThreadPoolClientBranch
Adam Frisby 2008-02-14 12:27:24 +00:00
parent f4c0e45bac
commit 3c22da9efc
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/*
* Copyright (c) Contributors, http://opensimulator.org/
* 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 OpenSim 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 libsecondlife;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules
{
/// <summary>
/// Version 2.0 - Very hacky compared to the original. Will fix original and release as 0.3 later.
/// </summary>
public class TreePopulatorModule : IRegionModule
{
private Scene m_scene;
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private List<LLUUID> m_trees;
public double m_tree_density = 50.0; // Aim for this many per region
public double m_tree_updates = 1000.0; // MS between updates
public void Initialise(Scene scene, IConfigSource config)
{
try
{
m_tree_density = config.Configs["Trees"].GetDouble("tree_density", m_tree_density);
}
catch (Exception)
{ }
m_trees = new List<LLUUID>();
m_scene = scene;
m_scene.EventManager.OnPluginConsole += new EventManager.OnPluginConsoleDelegate(EventManager_OnPluginConsole);
System.Timers.Timer CalculateTrees = new System.Timers.Timer(m_tree_updates);
CalculateTrees.Elapsed += new System.Timers.ElapsedEventHandler(CalculateTrees_Elapsed);
CalculateTrees.Start();
m_log.Debug("[TREES]: Initialised tree module");
}
void EventManager_OnPluginConsole(string[] args)
{
if (args[0] == "tree")
{
m_log.Debug("[TREES]: New tree planting");
CreateTree(new LLVector3(128.0f, 128.0f, 0.0f));
}
}
void growTrees()
{
foreach (LLUUID tree in m_trees)
{
if (m_scene.Entities.ContainsKey(tree))
{
SceneObjectPart s_tree = ((SceneObjectGroup)m_scene.Entities[tree]).RootPart;
// 100 seconds to grow 1m
s_tree.Scale += new LLVector3(0.1f, 0.1f, 0.1f);
s_tree.SendFullUpdateToAllClients();
//s_tree.ScheduleTerseUpdate();
}
else
{
m_trees.Remove(tree);
}
}
}
void seedTrees()
{
foreach (LLUUID tree in m_trees)
{
if (m_scene.Entities.ContainsKey(tree))
{
SceneObjectPart s_tree = ((SceneObjectGroup)m_scene.Entities[tree]).RootPart;
if (s_tree.Scale.X > 0.5)
{
if (Util.RandomClass.NextDouble() > 0.75)
{
SpawnChild(s_tree);
}
}
}
else
{
m_trees.Remove(tree);
}
}
}
void killTrees()
{
foreach (LLUUID tree in m_trees)
{
double killLikelyhood = 0.0;
if (m_scene.Entities.ContainsKey(tree))
{
SceneObjectPart selectedTree = ((SceneObjectGroup)m_scene.Entities[tree]).RootPart;
double selectedTreeScale = Math.Sqrt(Math.Pow(selectedTree.Scale.X, 2) +
Math.Pow(selectedTree.Scale.Y, 2) +
Math.Pow(selectedTree.Scale.Z, 2));
foreach (LLUUID picktree in m_trees)
{
if (picktree != tree)
{
SceneObjectPart pickedTree = ((SceneObjectGroup)m_scene.Entities[picktree]).RootPart;
double pickedTreeScale = Math.Sqrt(Math.Pow(pickedTree.Scale.X, 2) +
Math.Pow(pickedTree.Scale.Y, 2) +
Math.Pow(pickedTree.Scale.Z, 2));
double pickedTreeDistance = Math.Sqrt(Math.Pow(Math.Abs(pickedTree.AbsolutePosition.X - selectedTree.AbsolutePosition.X), 2) +
Math.Pow(Math.Abs(pickedTree.AbsolutePosition.Y - selectedTree.AbsolutePosition.Y), 2) +
Math.Pow(Math.Abs(pickedTree.AbsolutePosition.Z - selectedTree.AbsolutePosition.Z), 2));
killLikelyhood += (selectedTreeScale / (pickedTreeScale * pickedTreeDistance)) * 0.1;
}
}
if (Util.RandomClass.NextDouble() < killLikelyhood)
{
m_scene.RemoveEntity(selectedTree.ParentGroup);
m_trees.Remove(selectedTree.ParentGroup.UUID);
m_scene.ForEachClient(delegate(IClientAPI controller)
{
controller.SendKillObject(m_scene.RegionInfo.RegionHandle,
selectedTree.LocalID);
});
break;
}
else
{
selectedTree.SetText(killLikelyhood.ToString(), new Axiom.Math.Vector3(1.0f, 1.0f, 1.0f), 1.0);
}
}
else
{
m_trees.Remove(tree);
}
}
}
private void SpawnChild(SceneObjectPart s_tree)
{
LLVector3 position = new LLVector3();
position.X = s_tree.AbsolutePosition.X + (1 * (-1 * Util.RandomClass.Next(1)));
if (position.X > 255)
position.X = 255;
if (position.X < 0)
position.X = 0;
position.Y = s_tree.AbsolutePosition.Y + (1 * (-1 * Util.RandomClass.Next(1)));
if (position.Y > 255)
position.Y = 255;
if (position.Y < 0)
position.Y = 0;
double randX = ((Util.RandomClass.NextDouble() * 2.0) - 1.0) * (s_tree.Scale.X * 3);
double randY = ((Util.RandomClass.NextDouble() * 2.0) - 1.0) * (s_tree.Scale.X * 3);
position.X += (float)randX;
position.Y += (float)randY;
CreateTree(position);
}
private void CreateTree(LLVector3 position)
{
position.Z = (float)m_scene.Terrain.heightmap.Get((int)position.X, (int)position.Y);
SceneObjectGroup tree =
m_scene.AddTree(new LLVector3(0.1f, 0.1f, 0.1f),
LLQuaternion.Identity,
position,
Tree.Cypress1,
false);
m_trees.Add(tree.UUID);
tree.SendGroupFullUpdate();
}
void CalculateTrees_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
growTrees();
seedTrees();
killTrees();
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "TreePopulatorModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
}
}