OpenSimMirror/OpenSim/Tools/pCampBot/Behaviours/PhysicsBehaviour2.cs

86 lines
3.3 KiB
C#

/*
* 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 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
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*/
using OpenMetaverse;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Threading;
using log4net;
using pCampBot.Interfaces;
namespace pCampBot
{
/// <summary>
/// This behavior is for the systematic study of some performance improvements made
/// for OSCC'13.
/// Walk around, sending AgentUpdate packets all the time.
/// </summary>
public class PhysicsBehaviour2 : AbstractBehaviour
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public PhysicsBehaviour2()
{
AbbreviatedName = "ph2";
Name = "Physics2";
}
private const int TIME_WALKING = 5 * 10; // 5 seconds
private int counter = 0;
public override void Action()
{
if (counter >= TIME_WALKING)
{
counter = 0;
Vector3 target = new Vector3(Bot.Random.Next(1, 254), Bot.Random.Next(1, 254), Bot.Client.Self.SimPosition.Z);
MyTurnToward(target);
Bot.Client.Self.Movement.AtPos = true;
}
else
counter++;
// In any case, send an update
Bot.Client.Self.Movement.SendUpdate();
}
private void MyTurnToward(Vector3 target)
{
Quaternion between = Vector3.RotationBetween(Vector3.UnitX, Vector3.Normalize(target - Bot.Client.Self.SimPosition));
Quaternion rot = between ;
Bot.Client.Self.Movement.BodyRotation = rot;
Bot.Client.Self.Movement.HeadRotation = rot;
Bot.Client.Self.Movement.Camera.LookAt(Bot.Client.Self.SimPosition, target);
}
}
}