示例#1
0
        // -----------------------------------------------------------------
        /// <summary>
        /// Compute the new velocity for one entity
        /// </summary>
        // -----------------------------------------------------------------
        protected void UpdateVelocity(int start, NBodyValue valA, float timedelta)
        {
            int length = m_localIDList.Length;

            for (int j = start + 1; j < length; j++)
            {
                UUID idB = m_localIDList[j];
                if (idB == UUID.Zero)
                {
                    continue;
                }

                NBodyValue   valB = m_entityList[idB];
                VelocityPair vp   = ComputeVelocityDelta(valA, valB);

                if (valA.CanMove && valB.CanAttract)
                {
                    valA.Velocity += vp.ABVelocity * timedelta;
                }

                if (valB.CanMove && valA.CanAttract)
                {
                    Vector3 nv = valB.Velocity + (vp.BAVelocity * timedelta);
                    valB.Velocity = nv;
                }
            }
        }
示例#2
0
        // -----------------------------------------------------------------
        /// <summary>
        ///
        /// </summary>
        // -----------------------------------------------------------------
        protected override void HandleSimulationTaint()
        {
            m_log.WarnFormat("[N-BodyGroup] bump cosine similarity matrix to {0}", NextLocalID);

            InitializeAttractionMatrix();

            for (int i = 0; i < NextLocalID - 1; i++)
            {
                if (m_localIDList[i] == UUID.Zero)
                {
                    continue;
                }

                NBodyValue v1 = m_entityList[m_localIDList[i]];

                for (int j = i + 1; j < NextLocalID; j++)
                {
                    if (m_localIDList[j] == UUID.Zero)
                    {
                        continue;
                    }

                    NBodyValue v2 = m_entityList[m_localIDList[j]];

                    double cosforce = ComputeCosineAttraction(v1, v2);
                    CachedAttraction[i][j] = (float)(UseMass ? cosforce * v2.Mass : cosforce);
                    CachedAttraction[j][i] = (float)(UseMass ? cosforce * v1.Mass : cosforce);
                }
            }
        }
示例#3
0
        // -----------------------------------------------------------------
        /// <summary>
        ///
        /// </summary>
        // -----------------------------------------------------------------
        public void AddEntity(UUID entityID, double[] value, int canmove, int canattract, double mass, Vector3 velocity)
        {
            // make sure the object exists
            SceneObjectPart sop = m_scene.GetSceneObjectPart(entityID);

            if (sop == null)
            {
                m_log.WarnFormat("[N-BodyGroup] Cannot find SOP associated with {0}", entityID);
                return;
            }

            lock (m_entityList)
            {
                NBodyValue nb;
                if (!m_entityList.TryGetValue(entityID, out nb))
                {
                    nb = new NBodyValue(entityID, NextLocalID++);

                    m_localIDList[nb.LocalID] = entityID;
                    m_entityList[entityID]    = nb;
                }

                nb.Value      = value;
                nb.Mass       = mass;
                nb.Velocity   = velocity;
                nb.CanMove    = (canmove != 0);
                nb.CanAttract = (canattract != 0);
                nb.Position   = OSPosition2NBPosition(sop.AbsolutePosition);

                Tainted = true;
            }

            m_log.DebugFormat("[N-BodyGroup] add entity {0}", entityID);
        }
示例#4
0
        // -----------------------------------------------------------------
        /// <summary>
        ///
        /// </summary>
        // -----------------------------------------------------------------
        protected override VelocityPair ComputeVelocityDelta(NBodyValue v1, NBodyValue v2)
        {
            UInt32 v1ID = v1.LocalID;
            UInt32 v2ID = v2.LocalID;

            Vector3 direction = Vector3.Normalize(v2.Position - v1.Position);

            VelocityPair vp = new VelocityPair();

            vp.ABVelocity = direction * CachedAttraction[(int)v1ID][(int)v2ID];
            vp.BAVelocity = (-direction) * CachedAttraction[(int)v2ID][(int)v1ID];
            return(vp);
        }
示例#5
0
        // -----------------------------------------------------------------
        /// <summary>
        ///
        /// </summary>
        // -----------------------------------------------------------------
        private double ComputeCosineAttraction(NBodyValue v1, NBodyValue v2)
        {
            double c   = 0;
            double vs1 = 0;
            double vs2 = 0;

            for (int i = 0; i < Dimension; i++)
            {
                vs1 += v1.Value[i] * v1.Value[i];
                vs2 += v2.Value[i] * v2.Value[i];
                c   += v1.Value[i] * v2.Value[i];
            }

            // double force = c / Math.Sqrt(vs1 * vs2);
            double force = (c * c) / (vs1 * vs2);

            return(force - 0.5);
        }
示例#6
0
        // -----------------------------------------------------------------
        /// <summary>
        ///
        /// </summary>
        // -----------------------------------------------------------------
        protected override VelocityPair ComputeVelocityDelta(NBodyValue v1, NBodyValue v2)
        {
            VelocityPair vp = new VelocityPair();

            Vector3 direction = Vector3.Normalize(v2.Position - v1.Position);
            double  dsquared  = Vector3.DistanceSquared(v1.Position, v2.Position);

            if (dsquared == 0)
            {
                dsquared = 0.0000000001;
            }

            // F = s * (m1 * m2) / d^2
            // acceleration is the similarity attraction * mass of the attractor divided
            // by the distance separating the body and attractor
            double force = GravitationalConstant * v1.Mass * v2.Mass / dsquared;


            // a = F/m
            vp.ABVelocity = direction * (float)(force / v1.Mass);
            vp.BAVelocity = (-direction) * (float)(force / v2.Mass);

            return(vp);
        }
示例#7
0
        // -----------------------------------------------------------------
        /// <summary>
        /// Compute the new position
        /// This assumes velocity is in units/sec and timestep is proportion
        /// of a second; also assumes that the position in the velocity was
        /// updated "recently enough"
        /// </summary>
        // -----------------------------------------------------------------
        protected void UpdatePosition(NBodyValue val, float timedelta)
        {
            if (!val.CanMove)
            {
                return;
            }

            SceneObjectPart sop = m_scene.GetSceneObjectPart(val.Identity);

            if (sop == null)
            {
                return;
            }

            // If the object is selected, clear the velocity and move on...
            if (sop.ParentGroup.IsSelected)
            {
                val.Velocity = Vector3.Zero;
                return;
            }

            val.Position += val.Velocity * timedelta;
            sop.UpdateGroupPosition(NBPosition2OSPosition(val.Position));
        }
        // -----------------------------------------------------------------
        /// <summary>
        /// 
        /// </summary>
        // -----------------------------------------------------------------
        private double ComputeCosineAttraction(NBodyValue v1, NBodyValue v2)
        {
            double c = 0;
            double vs1 = 0;
            double vs2 = 0;

            for (int i = 0; i < Dimension; i++)
            {
                vs1 += v1.Value[i] * v1.Value[i];
                vs2 += v2.Value[i] * v2.Value[i];
                c += v1.Value[i] * v2.Value[i];
            }

            // double force = c / Math.Sqrt(vs1 * vs2);
            double force = (c * c) / (vs1 * vs2);
            return force - 0.5;
        }
示例#9
0
 // -----------------------------------------------------------------
 /// <summary>
 /// </summary>
 // -----------------------------------------------------------------
 protected override Vector3 ComputeInitialVelocity(NBodyValue v1)
 {
     return(UseVelocity ? v1.Velocity : Vector3.Zero);
 }
示例#10
0
 // -----------------------------------------------------------------
 /// <summary>
 ///
 /// </summary>
 // -----------------------------------------------------------------
 protected virtual Vector3 ComputeInitialVelocity(NBodyValue v1)
 {
     return(v1.Velocity);
 }
示例#11
0
 // -----------------------------------------------------------------
 /// <summary>
 ///
 /// </summary>
 // -----------------------------------------------------------------
 protected virtual VelocityPair ComputeVelocityDelta(NBodyValue v1, NBodyValue v2)
 {
     return(new VelocityPair());
 }
        // -----------------------------------------------------------------
        /// <summary>
        /// 
        /// </summary>
        // -----------------------------------------------------------------
        public void AddEntity(UUID entityID, double[] value, int canmove, int canattract, double mass, Vector3 velocity)
        {
            // make sure the object exists
            SceneObjectPart sop = m_scene.GetSceneObjectPart(entityID);
            if (sop == null)
            {
                m_log.WarnFormat("[N-BodyGroup] Cannot find SOP associated with {0}",entityID);
                return;
            }

            lock (m_entityList)
            {
                NBodyValue nb;
                if (! m_entityList.TryGetValue(entityID,out nb))
                {
                    nb = new NBodyValue(entityID,NextLocalID++);

                    m_localIDList[nb.LocalID] = entityID;
                    m_entityList[entityID] = nb;
                }

                nb.Value = value;
                nb.Mass = mass;
                nb.Velocity = velocity;
                nb.CanMove = (canmove != 0);
                nb.CanAttract = (canattract != 0);
                nb.Position = OSPosition2NBPosition(sop.AbsolutePosition);

                Tainted = true;
            }

            m_log.DebugFormat("[N-BodyGroup] add entity {0}",entityID);
        }
        // -----------------------------------------------------------------
        /// <summary>
        /// 
        /// </summary>
        // -----------------------------------------------------------------
        protected override VelocityPair ComputeVelocityDelta(NBodyValue v1, NBodyValue v2)
        {
            UInt32 v1ID = v1.LocalID;
            UInt32 v2ID = v2.LocalID;

            Vector3 direction = Vector3.Normalize(v2.Position - v1.Position);

            VelocityPair vp = new VelocityPair();
            vp.ABVelocity = direction * CachedAttraction[(int)v1ID][(int)v2ID];
            vp.BAVelocity = (-direction) * CachedAttraction[(int)v2ID][(int)v1ID];
            return vp;
        }
        // -----------------------------------------------------------------
        /// <summary>
        /// 
        /// </summary>
        // -----------------------------------------------------------------
        protected override VelocityPair ComputeVelocityDelta(NBodyValue v1, NBodyValue v2)
        {
            VelocityPair vp = new VelocityPair();

            Vector3 direction = Vector3.Normalize(v2.Position-v1.Position);
            double dsquared = Vector3.DistanceSquared(v1.Position,v2.Position);
            if (dsquared == 0)
                dsquared = 0.0000000001;

            // F = s * (m1 * m2) / d^2
            // acceleration is the similarity attraction * mass of the attractor divided
            // by the distance separating the body and attractor
            double force = GravitationalConstant * v1.Mass * v2.Mass / dsquared;

            // a = F/m
            vp.ABVelocity = direction * (float)(force / v1.Mass);
            vp.BAVelocity = (-direction) * (float)(force / v2.Mass);

            return vp;
        }
        // -----------------------------------------------------------------
        /// <summary>
        /// Compute the new velocity for one entity
        /// </summary>
        // -----------------------------------------------------------------
        protected void UpdateVelocity(int start, NBodyValue valA, float timedelta)
        {
            int length = m_localIDList.Length;
            for (int j = start + 1; j < length; j++)
            {
                UUID idB = m_localIDList[j];
                if (idB == UUID.Zero)
                    continue;

                NBodyValue valB = m_entityList[idB];
                VelocityPair vp = ComputeVelocityDelta(valA,valB);

                if (valA.CanMove && valB.CanAttract)
                    valA.Velocity += vp.ABVelocity * timedelta;

                if (valB.CanMove && valA.CanAttract)
                {
                    Vector3 nv = valB.Velocity + (vp.BAVelocity * timedelta);
                    valB.Velocity = nv;
                }
            }
        }
        // -----------------------------------------------------------------
        /// <summary>
        /// Compute the new position
        /// This assumes velocity is in units/sec and timestep is proportion
        /// of a second; also assumes that the position in the velocity was
        /// updated "recently enough"
        /// </summary>
        // -----------------------------------------------------------------
        protected void UpdatePosition(NBodyValue val, float timedelta)
        {
            if (! val.CanMove)
                return;

            SceneObjectPart sop = m_scene.GetSceneObjectPart(val.Identity);
            if (sop == null)
                return;

            // If the object is selected, clear the velocity and move on...
            if (sop.ParentGroup.IsSelected)
            {
                val.Velocity = Vector3.Zero;
                return;
            }

            val.Position += val.Velocity * timedelta;
            sop.UpdateGroupPosition(NBPosition2OSPosition(val.Position));
        }
 // -----------------------------------------------------------------
 /// <summary>
 /// 
 /// </summary>
 // -----------------------------------------------------------------
 protected virtual VelocityPair ComputeVelocityDelta(NBodyValue v1, NBodyValue v2)
 {
     return new VelocityPair();
 }
 // -----------------------------------------------------------------
 /// <summary>
 /// 
 /// </summary>
 // -----------------------------------------------------------------
 protected virtual Vector3 ComputeInitialVelocity(NBodyValue v1)
 {
     return v1.Velocity;
 }
示例#19
0
        // -----------------------------------------------------------------
        /// <summary>
        ///
        /// </summary>
        // -----------------------------------------------------------------
        public Int32 Update(double timestep)
        {
            Int32 curtick   = Util.EnvironmentTickCount();
            float timedelta = (float)(timestep * TimeScale);

            lock (m_entityList)
            {
                int length = m_localIDList.Length;

                // Pass one... initialize all the velocities and update positions from the scene
                for (int i = 0; i < length; i++)
                {
                    UUID uuid = m_localIDList[i];
                    if (uuid == UUID.Zero)
                    {
                        continue;
                    }

                    SceneObjectPart sop = m_scene.GetSceneObjectPart(uuid);
                    if (sop == null)
                    {
                        m_entityList.Remove(uuid);
                        m_localIDList[i] = UUID.Zero;
                        continue;
                    }

                    NBodyValue value = m_entityList[uuid];
                    value.Position = OSPosition2NBPosition(sop.AbsolutePosition);
                    if (value.CanMove)
                    {
                        value.Velocity = ComputeInitialVelocity(value);
                    }
                }

                // Pass two... take care of an pre-computations that need to be done
                if (Tainted)
                {
                    HandleSimulationTaint();
                    Tainted = false;
                }

                // Pass three... compute the new velocities
                // for (int i = 0; i < length; i++)
                ParallelOptions opts = new ParallelOptions();
                opts.MaxDegreeOfParallelism = SimulationThreads;

                System.Threading.Tasks.Parallel.For(0, length, opts, i =>
                {
                    UUID idA = m_localIDList[i];
                    if (idA != UUID.Zero)
                    {
                        NBodyValue valA = m_entityList[idA];
                        UpdateVelocity(i, valA, timedelta);
                    }
                });

                // Pass four... send out the updates
                System.Threading.Tasks.Parallel.For(0, length, opts, i =>
                {
                    UUID idA = m_localIDList[i];
                    if (idA != UUID.Zero)
                    {
                        NBodyValue valA = m_entityList[idA];
                        UpdatePosition(valA, timedelta);
                    }
                });
            }

            return(Util.EnvironmentTickCountSubtract(curtick));
        }
 // -----------------------------------------------------------------
 /// <summary>
 /// </summary>
 // -----------------------------------------------------------------
 protected override Vector3 ComputeInitialVelocity(NBodyValue v1)
 {
     return UseVelocity ? v1.Velocity : Vector3.Zero;
 }