diff options
author | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2010-11-23 00:58:58 +0000 |
---|---|---|
committer | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2010-11-23 00:58:58 +0000 |
commit | 7cd2126e7c4fe37c0ef6291d2aeb954ad239013a (patch) | |
tree | 813860ae9dd636bb608a6240902fd665534f8d10 /boids3d | |
parent | cb760bbf3419ef8f77cec00873975a499979fefa (diff) |
libdir-ified boids
svn path=/trunk/externals/boids/; revision=14504
Diffstat (limited to 'boids3d')
-rw-r--r-- | boids3d/boids3d-help.pd | 2101 | ||||
-rw-r--r-- | boids3d/boids3d.c | 956 | ||||
-rw-r--r-- | boids3d/makefile | 92 |
3 files changed, 0 insertions, 3149 deletions
diff --git a/boids3d/boids3d-help.pd b/boids3d/boids3d-help.pd deleted file mode 100644 index 95acaf0..0000000 --- a/boids3d/boids3d-help.pd +++ /dev/null @@ -1,2101 +0,0 @@ -#N canvas 0 31 963 634 10; -#X declare -lib jasch_lib; -#X msg -99 601 dump; -#X msg 266 113 neighbors \$1; -#X floatatom 266 98 5 0 4 0 - neighbors -; -#X floatatom 266 133 5 0 0 0 - maxspeed -; -#X msg 266 148 maxspeed \$1; -#X floatatom 266 168 5 0 0 0 - minspeed -; -#X msg 266 183 minspeed \$1; -#X floatatom 266 203 5 0 0 0 - center -; -#X msg 266 218 center \$1; -#X floatatom 266 238 5 0 0 0 - attract -; -#X msg 266 253 attract \$1; -#X floatatom 266 273 5 0 0 0 - match -; -#X msg 266 288 match \$1; -#X floatatom 266 308 5 0 0 0 - avoid -; -#X msg 266 323 avoid \$1; -#X obj -125 411 r boidParam; -#X floatatom 266 343 5 0 0 0 - repel -; -#X msg 266 358 repel \$1; -#X floatatom 266 378 5 0 0 0 - edgedist -; -#X msg 266 393 edgedist \$1; -#X floatatom 266 413 5 0 0 0 - speed -; -#X msg 266 428 speed \$1; -#X floatatom 266 448 5 0 0 0 - inertia -; -#X msg 266 463 inertia \$1; -#X floatatom 266 483 5 0 0 0 - accel -; -#X msg 266 498 accel \$1; -#X floatatom 266 518 5 0 0 0 - prefdist -; -#X msg 266 533 prefdist \$1; -#X msg -99 620 reset; -#X text 357 148 maximum speed of speed range; -#X text 359 182 minimum speed of speed range; -#X text 356 217 strength of centering instinct; -#X text 358 428 overall speed; -#X text 359 499 speed of acceleration; -#X text 359 530 preferred distance from neighbors; -#X floatatom 267 556 5 0 0 0 - flyrect[0] -; -#X floatatom 306 556 5 0 0 0 - flyrect[1] -; -#X floatatom 345 556 5 0 0 0 - flyrect[2] -; -#X floatatom 384 556 5 0 0 0 - - -; -#X floatatom 266 615 5 0 0 0 - - -; -#X floatatom 306 615 5 0 0 0 - - -; -#X floatatom 266 63 5 0 0 0 - - -; -#X msg 266 78 number \$1; -#X text 357 76 number of boids; -#X floatatom -99 567 5 0 0 0 - - -; -#X msg -99 582 mode \$1; -#X text -35 582 output mode; -#X obj 266 676 s boidParam; -#X obj -99 641 s boidParam; -#X text -35 601 parameter dump; -#X text -36 621 reset boids randomly inside flyrect; -#X text 357 111 number of neighbors each boid consults when flocking -; -#X text 356 288 strength of neighbor speed matching instinct; -#X text 356 323 strength of neighbor avoidance instinct; -#X text 356 355 strength of wall avoidance instinct; -#X text 358 391 distance of vision for avoiding wall edges; -#X text 359 462 willingness to change speed and direction; -#X text 355 251 strength of attraction to 'attractpt'; -#X text -191 84 (c) 1995-98 Eric L. Singer (eric@ericsinger.com); -#X text -191 126 Based on Simon Fraser's implementation of Craig Reynolds' -Boids algorithm. Boids is free for non-commercial use; -#X text -191 159 Boids is a bird flight and animal flock simulator. -It is based on the same algorithm which was used in Jurassic Park for -the herding dinosaurs.; -#X text -190 282 The flight parameters can be changed with messages. -Use the 'dump' message to output a list of the current parameter settings. -; -#X text -190 328 For more information about the Boids algorithm \, -see Craig Reynolds' Web site at "http://reality.sgi.com/employees/craig/boids.html". -; -#X text -188 64 arguments: <float> number of boids \, <float> output -mode; -#X obj -72 460 print dump; -#X obj -203 9 cnv 15 800 48 empty empty boids3d 20 12 2 24 -228915 --66577 0; -#X obj -151 410 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 --1 -1; -#N canvas 241 22 783 706 gem_example 0; -#X msg 33 31 create; -#N canvas 494 140 629 324 gemwin 0; -#X obj 219 190 gemwin; -#X obj 66 194 outlet; -#X obj 67 10 inlet; -#X obj 67 41 route create; -#X msg 67 70 set destroy; -#X msg 157 70 set create; -#X msg 350 115 destroy \, reset; -#X msg 238 71 color 0 0 0.5; -#X msg 212 146 create \, 1 \, frame 30 \, color 1 1 1; -#X connect 2 0 3 0; -#X connect 3 0 4 0; -#X connect 3 0 8 0; -#X connect 3 1 5 0; -#X connect 3 1 6 0; -#X connect 4 0 1 0; -#X connect 5 0 1 0; -#X connect 6 0 0 0; -#X connect 7 0 0 0; -#X connect 8 0 0 0; -#X restore 33 51 pd gemwin; -#X obj 33 91 tgl 15 0 empty empty start_flocking_animation 20 6 1 10 --262144 -1 -1 0 1; -#X obj 204 135 r boidParam; -#X obj 33 112 metro 33; -#X floatatom 33 244 5 0 0 0 - - -; -#X floatatom 84 244 5 0 0 0 - - -; -#X obj 86 318 s boidParam; -#N canvas 0 22 466 316 orbit 0; -#X obj 103 82 counter 360; -#X floatatom 103 107 5 0 0 0 - - -; -#X obj 102 204 poltocar; -#X obj 134 169 expr $f1 * (3.141593/180.); -#X obj 103 134 t b f; -#X obj 103 45 inlet; -#X obj 152 254 outlet; -#X obj 96 254 outlet; -#X obj 102 170 1.5; -#X connect 0 0 1 0; -#X connect 1 0 4 0; -#X connect 2 0 6 0; -#X connect 2 1 7 0; -#X connect 3 0 2 1; -#X connect 4 0 8 0; -#X connect 4 1 3 0; -#X connect 5 0 0 0; -#X connect 8 0 2 0; -#X restore 33 222 pd orbit; -#X text 96 30 create/destroy OpenGl context; -#X obj 33 181 spigot; -#X obj 69 160 tgl 15 0 empty empty empty 0 -6 0 8 -262144 -1 -1 1 1 -; -#X obj 339 113 s init; -#X obj 358 84 loadbang; -#X obj 340 85 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 --1; -#X obj 33 267 pack 0 0 0; -#X msg 85 295 attractpt \$1 \$2 \$3; -#N canvas 0 22 414 375 center 0; -#X obj 101 37 gemhead; -#X obj 99 201 translateXYZ; -#X obj 124 166 unpack 0 0 0; -#X obj 147 94 inlet; -#X msg 240 193 draw line; -#X obj 252 106 loadbang; -#X obj 100 131 alpha; -#X obj 101 68 color 1 0.5 0 0.5; -#X obj 99 228 circle 0.1; -#X connect 0 0 7 0; -#X connect 1 0 8 0; -#X connect 2 0 1 1; -#X connect 2 1 1 2; -#X connect 2 2 1 3; -#X connect 3 0 2 0; -#X connect 4 0 8 0; -#X connect 5 0 4 0; -#X connect 6 0 1 0; -#X connect 7 0 6 0; -#X restore 32 342 pd center; -#N canvas 213 30 510 360 boid 0; -#X obj 100 24 gemhead; -#X obj 99 201 translateXYZ; -#X obj 192 162 unpack 0 0 0; -#X obj 192 1 inlet; -#X obj 100 155 alpha; -#X obj 101 85 color 1 0.5 0 0.5; -#N canvas 0 22 474 324 rand_color 0; -#X obj 47 130 random 1000; -#X obj 48 171 * 0.001; -#X obj 131 130 random 1000; -#X obj 132 171 * 0.001; -#X obj 214 131 random 1000; -#X obj 215 172 * 0.001; -#X obj 46 83 t b b b; -#X obj 48 256 outlet; -#X obj 47 26 r init; -#X obj 49 217 pack 0 0 0 0.5; -#X connect 0 0 1 0; -#X connect 1 0 9 0; -#X connect 2 0 3 0; -#X connect 3 0 9 1; -#X connect 4 0 5 0; -#X connect 5 0 9 2; -#X connect 6 0 0 0; -#X connect 6 1 2 0; -#X connect 6 2 4 0; -#X connect 8 0 6 0; -#X connect 9 0 7 0; -#X restore 214 58 pd rand_color; -#X obj 231 85 t 1; -#X obj 99 228 circle 0.05; -#X connect 0 0 5 0; -#X connect 1 0 8 0; -#X connect 2 0 1 1; -#X connect 2 1 1 2; -#X connect 2 2 1 3; -#X connect 3 0 2 0; -#X connect 4 0 1 0; -#X connect 5 0 4 0; -#X connect 6 0 5 1; -#X connect 6 0 7 0; -#X connect 7 0 4 1; -#X restore 206 227 pd boid; -#N canvas 213 30 510 360 boid 0; 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-#X restore 216 237 pd boid; -#N canvas 213 30 510 360 boid 0; -#X obj 100 24 gemhead; -#X obj 99 201 translateXYZ; -#X obj 192 162 unpack 0 0 0; -#X obj 192 1 inlet; -#X obj 100 155 alpha; -#X obj 101 85 color 1 0.5 0 0.5; -#N canvas 0 22 474 324 rand_color 0; -#X obj 47 130 random 1000; -#X obj 48 171 * 0.001; -#X obj 131 130 random 1000; -#X obj 132 171 * 0.001; -#X obj 214 131 random 1000; -#X obj 215 172 * 0.001; -#X obj 46 83 t b b b; -#X obj 48 256 outlet; -#X obj 47 26 r init; -#X obj 49 217 pack 0 0 0 0.5; -#X connect 0 0 1 0; -#X connect 1 0 9 0; -#X connect 2 0 3 0; -#X connect 3 0 9 1; -#X connect 4 0 5 0; -#X connect 5 0 9 2; -#X connect 6 0 0 0; -#X connect 6 1 2 0; -#X connect 6 2 4 0; -#X connect 8 0 6 0; -#X connect 9 0 7 0; -#X restore 214 58 pd rand_color; -#X obj 231 85 t 1; -#X obj 99 228 circle 0.05; -#X connect 0 0 5 0; -#X connect 1 0 8 0; -#X connect 2 0 1 1; -#X connect 2 1 1 2; -#X connect 2 2 1 3; -#X connect 3 0 2 0; -#X connect 4 0 1 0; -#X connect 5 0 4 0; 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-#X floatatom 345 615 5 0 0 0 - - -; -#X text -190 105 float/2d/3d adaptation 08/2005 by a. sier / jasch -; -#N canvas 754 114 178 480 init 0; -#X obj 34 21 loadbang; -#X obj 94 21 r reset; -#X msg 15 78 \; neighbors 4; -#X msg 15 168 \; center 1; -#X msg 15 228 \; match 1; -#X msg 15 318 \; edgedist 1; -#X msg 15 348 \; speed 3; -#X obj 16 49 b; -#X obj 17 21 bng 15 250 50 0 empty empty empty 0 -6 0 8 -262144 -1 --1; -#X msg 15 258 \; avoid 2; -#X msg 15 288 \; repel 2; -#X msg 15 378 \; inertia 8; -#X msg 15 138 \; minspeed 1; -#X msg 15 108 \; maxspeed 3; -#X msg 15 198 \; attract 3; -#X msg 15 408 \; accel 2; -#X msg 15 438 \; prefdist 1.5; -#X connect 0 0 7 0; -#X connect 1 0 7 0; -#X connect 7 0 2 0; -#X connect 7 0 13 0; -#X connect 7 0 12 0; -#X connect 7 0 3 0; -#X connect 7 0 14 0; -#X connect 7 0 4 0; -#X connect 7 0 9 0; -#X connect 7 0 10 0; -#X connect 7 0 6 0; -#X connect 7 0 11 0; -#X connect 7 0 15 0; -#X connect 7 0 16 0; -#X connect 8 0 7 0; -#X restore 57 411 pd init; -#N canvas 67 162 494 344 META 0; -#X text 12 165 HELP_PATCH_AUTHORS "pd meta" information added by Jonathan -Wilkes for Pd version 0.42.; -#X text 12 145 AUTHOR Eric L. Singer; -#X text 12 5 KEYWORDS control; -#X text 12 45 DESCRIPTION bird flight and animal flock simulator; -#X text 12 65 INLET_0 bang mode dump reset number neighbors maxspeed -minspeed center attract match avoid repel edgedist speed inertia accel -prefdist flyrect attractpt; -#X text 12 105 OUTLET_0 list; -#X text 12 125 OUTLET_1 list; -#X text 12 25 LICENSE GPL v2; -#X restore 710 674 pd META; -#X obj -151 438 boids3d 16 0; -#X obj 604 10 import jasch_lib; -#X text -191 208 Boids takes an integer argument which is the number -of boids. Each time Boids receives a bang \, it calculates and outputs -the new positions of the boids. The output consists of the coordinates -for each boid \, the number and type depending on the mode.; -#X connect 0 0 48 0; -#X connect 1 0 47 0; -#X connect 2 0 1 0; -#X connect 3 0 4 0; -#X connect 4 0 47 0; -#X connect 5 0 6 0; -#X connect 6 0 47 0; -#X connect 7 0 8 0; -#X connect 8 0 47 0; -#X connect 9 0 10 0; -#X connect 10 0 47 0; -#X connect 11 0 12 0; -#X connect 12 0 47 0; -#X connect 13 0 14 0; -#X connect 14 0 47 0; -#X connect 15 0 81 0; -#X connect 16 0 17 0; -#X connect 17 0 47 0; -#X connect 18 0 19 0; -#X connect 19 0 47 0; -#X connect 20 0 21 0; -#X connect 21 0 47 0; -#X connect 22 0 23 0; -#X connect 23 0 47 0; -#X connect 24 0 25 0; -#X connect 25 0 47 0; -#X connect 26 0 27 0; -#X connect 27 0 47 0; -#X connect 28 0 48 0; -#X connect 35 0 71 0; -#X connect 36 0 71 1; -#X connect 37 0 71 2; -#X connect 38 0 71 3; -#X connect 39 0 76 0; -#X connect 40 0 76 1; -#X connect 41 0 42 0; -#X connect 42 0 47 0; -#X connect 44 0 45 0; -#X connect 45 0 48 0; -#X connect 66 0 81 0; -#X connect 68 0 47 0; -#X connect 71 0 68 0; -#X connect 72 0 71 4; -#X connect 73 0 71 5; -#X connect 75 0 47 0; -#X connect 76 0 75 0; -#X connect 77 0 76 2; -#X connect 81 0 74 0; -#X connect 81 1 64 0; diff --git a/boids3d/boids3d.c b/boids3d/boids3d.c deleted file mode 100644 index f8dd975..0000000 --- a/boids3d/boids3d.c +++ /dev/null @@ -1,956 +0,0 @@ -/* - - boids3d 2005 - 2006 a.sier / jasch - adapted from boids by eric singer © 1995-2003 eric l. singer - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA -*/ - -#include "m_pd.h" -#include <stdlib.h> -#include <math.h> - -// constants -#define kAssistInlet 1 -#define kAssistOutlet 2 -#define kMaxLong 0xFFFFFFFF -#define kMaxNeighbors 4 - -// util -#define MAX(a,b) ((a)>(b)?(a):(b)) -#define CLIP(x,a,b) (x)=(x)<(a)?(a):(x)>(b)?(b):(x) - -// initial flight parameters -const short kNumBoids = 12; // number of boids -const short kNumNeighbors = 2; // must be <= kMaxNeighbors -const double kMinSpeed = 0.15; // boids' minimum speed -const double kMaxSpeed = 0.25; // boids' maximum speed -const double kCenterWeight = 0.25; // flock centering -const double kAttractWeight = 0.300;// attraction point seeking -const double kMatchWeight = 0.100;// neighbors velocity matching -const double kAvoidWeight = 0.10; // neighbors avoidance -const double kWallsWeight = 0.500;// wall avoidance [210] -const double kEdgeDist = 0.5; // vision distance to avoid wall edges [5] -const double kSpeedupFactor = 0.100;// alter animation speed -const double kInertiaFactor = 0.20; // willingness to change speed & direction -const double kAccelFactor = 0.100;// neighbor avoidance accelerate or decelerate rate -const double kPrefDist = 0.25; // preferred distance from neighbors -const double kFlyRectTop = 1.0; // fly rect boundaries -const double kFlyRectLeft = -1.0; -const double kFlyRectBottom = -1.0; -const double kFlyRectRight = 1.0; -const double kFlyRectFront = 1.0; -const double kFlyRectBack = -1.0; - - -// typedefs -typedef struct Velocity { - double x; - double y; - double z; -} Velocity; - -typedef struct Point3d { - double x; - double y; - double z; -} Point3d; - -typedef struct Box3D { - double left, right; - double top, bottom; - double front, back; -} Box3D; - -typedef struct _Boid { - Point3d oldPos; - Point3d newPos; - Velocity oldDir; - Velocity newDir; - double speed; - short neighbor[kMaxNeighbors]; - double neighborDistSqr[kMaxNeighbors]; -} t_one_boid, *BoidPtr; - -typedef struct _FlockObject { - t_object ob; - void *out1, *out2; - short mode; - long numBoids; - long numNeighbors; - Box3D flyRect; - double minSpeed; - double maxSpeed; - double centerWeight; - double attractWeight; - double matchWeight; - double avoidWeight; - double wallsWeight; - double edgeDist; - double speedupFactor; - double inertiaFactor; - double accelFactor; - double prefDist; - double prefDistSqr; - Point3d centerPt; - Point3d attractPt; - BoidPtr boid; - double d2r, r2d; -} t_boids, *FlockPtr; - - -t_symbol *ps_nothing; - -void *boids3d_class; -void *Flock_new(t_symbol *s, long argc, t_atom *argv); -void Flock_free(t_boids *x); -void Flock_bang(t_boids *x); -void Flock_dump(t_boids *x); -void Flock_mode(t_boids *x, t_float arg); -void Flock_numNeighbors(t_boids *x, t_float arg); -void Flock_numBoids(t_boids *x, t_float arg); -void Flock_minSpeed(t_boids *x, t_float arg); -void Flock_maxSpeed(t_boids *x, t_float arg); -void Flock_centerWeight(t_boids *x, t_float arg); -void Flock_attractWeight(t_boids *x, t_float arg); -void Flock_matchWeight(t_boids *x, t_float arg); -void Flock_avoidWeight(t_boids *x, t_float arg); -void Flock_wallsWeight(t_boids *x, t_float arg); -void Flock_edgeDist(t_boids *x, t_float arg); -void Flock_speedupFactor(t_boids *x, t_float arg); -void Flock_inertiaFactor(t_boids *x, t_float arg); -void Flock_accelFactor(t_boids *x, t_float arg); -void Flock_prefDist(t_boids *x, t_float arg); -void Flock_flyRect(t_boids *x, t_symbol *msg, short argc, t_atom *argv); -void Flock_attractPt(t_boids *x, t_symbol *msg, short argc, t_atom *argv); -void Flock_reset(t_boids *x); -void Flock_resetBoids(t_boids *x); -void InitFlock(t_boids *x); -void FlightStep(t_boids *x); -Point3d FindFlockCenter(t_boids *x); -float MatchAndAvoidNeighbors(t_boids *x, short theBoid, Velocity *matchNeighborVel, Velocity *avoidNeighborVel); -Velocity SeekPoint(t_boids *x, short theBoid, Point3d seekPt); -Velocity AvoidWalls(t_boids *x, short theBoid); -int InFront(BoidPtr theBoid, BoidPtr neighbor); -void NormalizeVelocity(Velocity *direction); -double RandomInt(double minRange, double maxRange); -double DistSqrToPt(Point3d firstPoint, Point3d secondPoint); - -void boids3d_setup(void) -{ - boids3d_class = class_new(gensym("boids3d"), (t_newmethod)Flock_new, - (t_method)Flock_free, sizeof(t_boids), 0, A_GIMME, 0); - class_addfloat(boids3d_class, (t_method) Flock_numBoids); - class_addbang(boids3d_class, (t_method) Flock_bang); - class_addmethod(boids3d_class, (t_method) Flock_numNeighbors, gensym("neighbors"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_numBoids, gensym("number"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_mode, gensym("mode"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_minSpeed, gensym("minspeed"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_maxSpeed, gensym("maxspeed"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_centerWeight, gensym("center"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_attractWeight, gensym("attract"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_matchWeight, gensym("match"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_avoidWeight, gensym("avoid"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_wallsWeight, gensym("repel"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_edgeDist, gensym("edgedist"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_speedupFactor, gensym("speed"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_inertiaFactor, gensym("inertia"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_accelFactor, gensym("accel"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_prefDist, gensym("prefdist"), A_FLOAT, 0); - class_addmethod(boids3d_class, (t_method) Flock_flyRect, gensym("flyrect"), A_GIMME, 0); - class_addmethod(boids3d_class, (t_method) Flock_attractPt, gensym("attractpt"), A_GIMME, 0); - class_addmethod(boids3d_class, (t_method) Flock_resetBoids, gensym("reset"), 0); - class_addmethod(boids3d_class, (t_method) Flock_reset, gensym("init"), 0); - class_addmethod(boids3d_class, (t_method) Flock_dump, gensym("dump"), 0); - - post("boids3d 2005-2006 a.sier / jasch © 1995-2003 eric l. singer "__DATE__" "__TIME__); - ps_nothing = gensym(""); -} - - -void *Flock_new(t_symbol *s, long argc, t_atom *argv) -{ - t_boids *x = (t_boids *)pd_new(boids3d_class); - x->out1 = outlet_new(&x->ob, NULL); - x->out2 = outlet_new(&x->ob, NULL); - - x->numBoids = 16; - if((argc >= 1) && (argv[0].a_type == A_FLOAT)){ - x->numBoids = argv[0].a_w.w_float; - } - x->boid = (t_one_boid *)malloc(sizeof(t_one_boid) * x->numBoids); - - InitFlock(x); - - x->mode = 0; - if((argc >= 2) && (argv[1].a_type == A_FLOAT)){ - x->mode = (short)(CLIP(argv[1].a_w.w_float, 0, 2)); - } - - x->d2r = 3.141592653589793238462643383279502884197169399375105820974944592307816406286208998628034825342117068/180.0; - x->r2d = 180.0/3.141592653589793238462643383279502884197169399375105820974944592307816406286208998628034825342117068; - - return(x); -} - -void Flock_free(t_boids *x) -{ - free(x->boid); -} - -void Flock_bang(t_boids *x) -{ - short i; - t_atom outlist[10]; - t_atom *out; - - double tempNew_x, tempNew_y, tempNew_z; - double tempOld_x, tempOld_y, tempOld_z; - double delta_x, delta_y, delta_z; - double azi, ele, speed; - - out = outlist; - - FlightStep(x); - - - switch(x->mode) { // newpos - case 0: - for (i = 0; i < x->numBoids; i++){ - SETFLOAT(out+0, i); - SETFLOAT(out+1, x->boid[i].newPos.x); - SETFLOAT(out+2, x->boid[i].newPos.y); - SETFLOAT(out+3, x->boid[i].newPos.z); - outlet_list(x->out1, 0L, 4, out); - } - break; - case 1: //newpos + oldpos - for (i = 0; i < x->numBoids; i++){ - SETFLOAT(out+0, i); - SETFLOAT(out+1, x->boid[i].newPos.x); - SETFLOAT(out+2, x->boid[i].newPos.y); - SETFLOAT(out+3, x->boid[i].newPos.z); - SETFLOAT(out+4, x->boid[i].oldPos.x); - SETFLOAT(out+5, x->boid[i].oldPos.y); - SETFLOAT(out+6, x->boid[i].oldPos.z); - outlet_list(x->out1, 0L, 7, out); - } - break; - case 2: - for (i = 0; i < x->numBoids; i++){ - tempNew_x = x->boid[i].newPos.x; - tempNew_y = x->boid[i].newPos.y; - tempNew_z = x->boid[i].newPos.z; - tempOld_x = x->boid[i].oldPos.x; - tempOld_y = x->boid[i].oldPos.y; - tempOld_z = x->boid[i].oldPos.z; - delta_x = tempNew_x - tempOld_x; - delta_y = tempNew_y - tempOld_y; - delta_z = tempNew_z - tempOld_z; - azi = atan2(delta_y, delta_x) * x->r2d; - ele = atan2(delta_y, delta_x) * x->r2d; - speed = sqrt(delta_x * delta_x + delta_y * delta_y + delta_z * delta_z); - SETFLOAT(out+0, i); - SETFLOAT(out+1, tempNew_x); - SETFLOAT(out+2, tempNew_y); - SETFLOAT(out+3, tempNew_z); - SETFLOAT(out+4, tempOld_x); - SETFLOAT(out+5, tempOld_y); - SETFLOAT(out+6, tempOld_z); - SETFLOAT(out+7, speed); - SETFLOAT(out+8, azi); - SETFLOAT(out+9, ele); - outlet_list(x->out1, 0L, 10, out); - } - break; - } -} - -void Flock_dump(t_boids *x) -{ - t_atom outList[6]; - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->numNeighbors; - outlet_anything(x->out2, gensym("neighbors"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->minSpeed; - outlet_anything(x->out2, gensym("minspeed"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->maxSpeed; - outlet_anything(x->out2, gensym("maxspeed"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->centerWeight; - outlet_anything(x->out2, gensym("center"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->attractWeight; - outlet_anything(x->out2, gensym("attract"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->matchWeight; - outlet_anything(x->out2, gensym("match"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->avoidWeight; - outlet_anything(x->out2, gensym("avoid"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->wallsWeight; - outlet_anything(x->out2, gensym("repel"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->edgeDist; - outlet_anything(x->out2, gensym("edgedist"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->speedupFactor; - outlet_anything(x->out2, gensym("speed"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->inertiaFactor; - outlet_anything(x->out2, gensym("inertia"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->accelFactor; - outlet_anything(x->out2, gensym("accel"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->prefDist; - outlet_anything(x->out2, gensym("prefdist"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->flyRect.left; - outList[1].a_type = A_FLOAT; - outList[1].a_w.w_float = x->flyRect.top; - outList[2].a_type = A_FLOAT; - outList[2].a_w.w_float = x->flyRect.right; - outList[3].a_type = A_FLOAT; - outList[3].a_w.w_float = x->flyRect.bottom; - outList[4].a_type = A_FLOAT; - outList[4].a_w.w_float = x->flyRect.front; - outList[5].a_type = A_FLOAT; - outList[5].a_w.w_float = x->flyRect.back; - outlet_anything(x->out2, gensym("flyrect"), 6, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->attractPt.x; - outList[1].a_type = A_FLOAT; - outList[1].a_w.w_float = x->attractPt.y; - outList[2].a_type = A_FLOAT; - outList[2].a_w.w_float = x->attractPt.z; - outlet_anything(x->out2, gensym("attractpt"), 3, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->mode; - outlet_anything(x->out2, gensym("mode"), 1, outList); - - outList[0].a_type = A_FLOAT; - outList[0].a_w.w_float = x->numBoids; - outlet_anything(x->out2, gensym("number"), 1, outList); -} - - -void Flock_mode(t_boids *x, t_float arg) -{ - long m = (long)arg; - x->mode = CLIP(m, 0, 2); -} - -void Flock_numNeighbors(t_boids *x, t_float arg) -{ - x->numNeighbors = (long)arg; -} - -void Flock_numBoids(t_boids *x, t_float arg) -{ - x->boid = (t_one_boid *)realloc(x->boid, sizeof(t_one_boid) * (long)arg); - x->numBoids = (long)arg; - Flock_resetBoids(x); -} - -void Flock_minSpeed(t_boids *x, t_float arg) -{ - x->minSpeed = MAX(arg, 0.000001); -} - -void Flock_maxSpeed(t_boids *x, t_float arg) -{ - x->maxSpeed = (double)arg; -} - -void Flock_centerWeight(t_boids *x, t_float arg) -{ - x->centerWeight = (double)arg; -} - -void Flock_attractWeight(t_boids *x, t_float arg) -{ - x->attractWeight = (double)arg; -} - -void Flock_matchWeight(t_boids *x, t_float arg) -{ - x->matchWeight = (double)arg; -} - -void Flock_avoidWeight(t_boids *x, t_float arg) -{ - x->avoidWeight = (double)arg; -} - -void Flock_wallsWeight(t_boids *x, t_float arg) -{ - x->wallsWeight = (double)arg; -} - -void Flock_edgeDist(t_boids *x, t_float arg) -{ - x->edgeDist = (double)arg; -} - -void Flock_speedupFactor(t_boids *x, t_float arg) -{ - x->speedupFactor = (double)arg; -} - -void Flock_inertiaFactor(t_boids *x, t_float arg) -{ - if(arg == 0){ - x->inertiaFactor = 0.000001; - }else{ - x->inertiaFactor = (double)arg; - } -} - -void Flock_accelFactor(t_boids *x, t_float arg) -{ - x->accelFactor = (double)arg; -} - -void Flock_prefDist(t_boids *x, t_float arg) -{ - x->prefDist = (double)arg; -} - -void Flock_flyRect(t_boids *x, t_symbol *msg, short argc, t_atom *argv) -{ - double temp[6]; - short i; - if(argc == 6){ - for(i = 0; i < 6; i++) { - if(argv[i].a_type == A_FLOAT) { - temp[i] = (double)argv[i].a_w.w_float; - } - } - x->flyRect.left = temp[0]; - x->flyRect.top = temp[1]; - x->flyRect.right = temp[2]; - x->flyRect.bottom = temp[3]; - x->flyRect.front = temp[4]; - x->flyRect.back = temp[5]; - }else{ - error("boids3d: flyrect needs 6 values"); - } -} - -void Flock_attractPt(t_boids *x, t_symbol *msg, short argc, t_atom *argv) -{ - double temp[3]; - short i; - if(argc == 3){ - for(i = 0; i < 3 ; i++) { - if(argv[i].a_type == A_FLOAT) { - temp[i] = (double)argv[i].a_w.w_float; - } - } - x->attractPt.x = temp[0]; - x->attractPt.y = temp[1]; - x->attractPt.z = temp[2]; - }else{ - error("boids3d: attractPt needs 3 values"); - } -} - -void Flock_reset(t_boids *x) -{ - InitFlock(x); -} - -void Flock_resetBoids(t_boids *x) -{ - long i, j; - double rndAngle; - - for (i = 0; i < x->numBoids; i++) { // init everything to 0.0 - x->boid[i].oldPos.x = 0.0; - x->boid[i].oldPos.y = 0.0; - x->boid[i].oldPos.z = 0.0; - - x->boid[i].newPos.x = 0.0; - x->boid[i].newPos.y = 0.0; - x->boid[i].newPos.z = 0.0; - - x->boid[i].oldDir.x = 0.0; - x->boid[i].oldDir.y = 0.0; - x->boid[i].oldDir.z = 0.0; - - x->boid[i].newDir.x = 0.0; - x->boid[i].newDir.y = 0.0; - x->boid[i].newDir.z = 0.0; - - x->boid[i].speed = 0.0; - - for(j=0; j<kMaxNeighbors;j++){ - x->boid[i].neighbor[j] = 0; - x->boid[i].neighborDistSqr[j] = 0.0; - } - } - for (i = 0; i < x->numBoids; i++) { // set the initial locations and velocities of the boids - x->boid[i].newPos.x = x->boid[i].oldPos.x = RandomInt(x->flyRect.right,x->flyRect.left); // set random location within flyRect - x->boid[i].newPos.y = x->boid[i].oldPos.y = RandomInt(x->flyRect.bottom, x->flyRect.top); - x->boid[i].newPos.z = x->boid[i].oldPos.z = RandomInt(x->flyRect.back, x->flyRect.front); - rndAngle = RandomInt(0, 360) * x->d2r; // set velocity from random angle - x->boid[i].newDir.x = sin(rndAngle); - x->boid[i].newDir.y = cos(rndAngle); - x->boid[i].newDir.z = (cos(rndAngle) + sin(rndAngle)) * 0.5; - x->boid[i].speed = (kMaxSpeed + kMinSpeed) * 0.5; - } -} - -void InitFlock(t_boids *x) -{ - x->numNeighbors = kNumNeighbors; - x->minSpeed = kMinSpeed; - x->maxSpeed = kMaxSpeed; - x->centerWeight = kCenterWeight; - x->attractWeight = kAttractWeight; - x->matchWeight = kMatchWeight; - x->avoidWeight = kAvoidWeight; - x->wallsWeight = kWallsWeight; - x->edgeDist = kEdgeDist; - x->speedupFactor = kSpeedupFactor; - x->inertiaFactor = kInertiaFactor; - x->accelFactor = kAccelFactor; - x->prefDist = kPrefDist; - x->prefDistSqr = kPrefDist * kPrefDist; - x->flyRect.top = kFlyRectTop; - x->flyRect.left = kFlyRectLeft; - x->flyRect.bottom = kFlyRectBottom; - x->flyRect.right = kFlyRectRight; - x->flyRect.front = kFlyRectFront; - x->flyRect.back = kFlyRectBack; - x->attractPt.x = (kFlyRectLeft + kFlyRectRight) * 0.5; - x->attractPt.y = (kFlyRectTop + kFlyRectBottom) * 0.5; - x->attractPt.z = (kFlyRectFront + kFlyRectBack) * 0.5; - Flock_resetBoids(x); -} - -void FlightStep(t_boids *x) -{ - Velocity goCenterVel; - Velocity goAttractVel; - Velocity matchNeighborVel; - Velocity avoidWallsVel; - Velocity avoidNeighborVel; - float avoidNeighborSpeed; - const Velocity zeroVel = {0.0, 0.0, 0.0}; - short i; - - x->centerPt = FindFlockCenter(x); - for (i = 0; i < x->numBoids; i++) { // save position and velocity - x->boid[i].oldPos.x = x->boid[i].newPos.x; - x->boid[i].oldPos.y = x->boid[i].newPos.y; - x->boid[i].oldPos.z = x->boid[i].newPos.z; - - x->boid[i].oldDir.x = x->boid[i].newDir.x; - x->boid[i].oldDir.y = x->boid[i].newDir.y; - x->boid[i].oldDir.z = x->boid[i].newDir.z; - } - for (i = 0; i < x->numBoids; i++) { - if (x->numNeighbors > 0) { // get all velocity components - avoidNeighborSpeed = MatchAndAvoidNeighbors(x, i,&matchNeighborVel, &avoidNeighborVel); - } else { - matchNeighborVel = zeroVel; - avoidNeighborVel = zeroVel; - avoidNeighborSpeed = 0; - } - goCenterVel = SeekPoint(x, i, x->centerPt); - goAttractVel = SeekPoint(x, i, x->attractPt); - avoidWallsVel = AvoidWalls(x, i); - - // compute resultant velocity using weights and inertia - x->boid[i].newDir.x = x->inertiaFactor * (x->boid[i].oldDir.x) + - (x->centerWeight * goCenterVel.x + - x->attractWeight * goAttractVel.x + - x->matchWeight * matchNeighborVel.x + - x->avoidWeight * avoidNeighborVel.x + - x->wallsWeight * avoidWallsVel.x) / x->inertiaFactor; - x->boid[i].newDir.y = x->inertiaFactor * (x->boid[i].oldDir.y) + - (x->centerWeight * goCenterVel.y + - x->attractWeight * goAttractVel.y + - x->matchWeight * matchNeighborVel.y + - x->avoidWeight * avoidNeighborVel.y + - x->wallsWeight * avoidWallsVel.y) / x->inertiaFactor; - x->boid[i].newDir.z = x->inertiaFactor * (x->boid[i].oldDir.z) + - (x->centerWeight * goCenterVel.z + - x->attractWeight * goAttractVel.z + - x->matchWeight * matchNeighborVel.z + - x->avoidWeight * avoidNeighborVel.z + - x->wallsWeight * avoidWallsVel.z) / x->inertiaFactor; - NormalizeVelocity(&(x->boid[i].newDir)); // normalize velocity so its length is unity - - // set to avoidNeighborSpeed bounded by minSpeed and maxSpeed - if ((avoidNeighborSpeed >= x->minSpeed) && - (avoidNeighborSpeed <= x->maxSpeed)) - x->boid[i].speed = avoidNeighborSpeed; - else if (avoidNeighborSpeed > x->maxSpeed) - x->boid[i].speed = x->maxSpeed; - else - x->boid[i].speed = x->minSpeed; - - // calculate new position, applying speedupFactor - x->boid[i].newPos.x += x->boid[i].newDir.x * x->boid[i].speed * (x->speedupFactor / 100.0); - x->boid[i].newPos.y += x->boid[i].newDir.y * x->boid[i].speed * (x->speedupFactor / 100.0); - x->boid[i].newPos.z += x->boid[i].newDir.z * x->boid[i].speed * (x->speedupFactor / 100.0); - - } -} - -Point3d FindFlockCenter(t_boids *x) -{ - double totalH = 0, totalV = 0, totalD = 0; - Point3d centerPoint; - register short i; - - for (i = 0 ; i < x->numBoids; i++) - { - totalH += x->boid[i].oldPos.x; - totalV += x->boid[i].oldPos.y; - totalD += x->boid[i].oldPos.z; - } - centerPoint.x = (double) (totalH / x->numBoids); - centerPoint.y = (double) (totalV / x->numBoids); - centerPoint.z = (double) (totalD / x->numBoids); - - return(centerPoint); -} - -float MatchAndAvoidNeighbors(t_boids *x, short theBoid, Velocity *matchNeighborVel, Velocity *avoidNeighborVel) -{ - short i, j, neighbor; - double distSqr; - double dist, distH, distV,distD; - double tempSpeed; - short numClose = 0; - Velocity totalVel = {0.0, 0.0, 0.0}; - - /**********************/ - /* Find the neighbors */ - /**********************/ - - /* special case of one neighbor */ - if (x->numNeighbors == 1) { - x->boid[theBoid].neighborDistSqr[0] = kMaxLong; - - for (i = 0; i < x->numBoids; i++) { - if (i != theBoid) { - distSqr = DistSqrToPt(x->boid[theBoid].oldPos, x->boid[i].oldPos); - - /* if this one is closer than the closest so far, then remember it */ - if (x->boid[theBoid].neighborDistSqr[0] > distSqr) { - x->boid[theBoid].neighborDistSqr[0] = distSqr; - x->boid[theBoid].neighbor[0] = i; - } - } - } - } - /* more than one neighbor */ - else { - for (j = 0; j < x->numNeighbors; j++) - x->boid[theBoid].neighborDistSqr[j] = kMaxLong; - - for (i = 0 ; i < x->numBoids; i++) { - /* if this one is not me... */ - if (i != theBoid) { - distSqr = DistSqrToPt(x->boid[theBoid].oldPos, x->boid[i].oldPos); - - /* if distSqr is less than the distance at the bottom of the array, sort into array */ - if (distSqr < x->boid[theBoid].neighborDistSqr[x->numNeighbors-1]) { - j = x->numNeighbors - 1; - - /* sort distSqr in to keep array in size order, smallest first */ - while ((distSqr < x->boid[theBoid].neighborDistSqr[j-1]) && (j > 0)) { - x->boid[theBoid].neighborDistSqr[j] = x->boid[theBoid].neighborDistSqr[j - 1]; - x->boid[theBoid].neighbor[j] = x->boid[theBoid].neighbor[j - 1]; - j--; - } - x->boid[theBoid].neighborDistSqr[j] = distSqr; - x->boid[theBoid].neighbor[j] = i; - } - } - } - } - - /*********************************/ - /* Match and avoid the neighbors */ - /*********************************/ - - matchNeighborVel->x = 0; - matchNeighborVel->y = 0; - matchNeighborVel->z = 0; - - // set tempSpeed to old speed - tempSpeed = x->boid[theBoid].speed; - - for (i = 0; i < x->numNeighbors; i++) { - neighbor = x->boid[theBoid].neighbor[i]; - - // calculate matchNeighborVel by averaging the neighbor velocities - matchNeighborVel->x += x->boid[neighbor].oldDir.x; - matchNeighborVel->y += x->boid[neighbor].oldDir.y; - matchNeighborVel->z += x->boid[neighbor].oldDir.z; - - // if distance is less than preferred distance, then neighbor influences boid - distSqr = x->boid[theBoid].neighborDistSqr[i]; - if (distSqr < x->prefDistSqr) { - dist = sqrt(distSqr); - - distH = x->boid[neighbor].oldPos.x - x->boid[theBoid].oldPos.x; - distV = x->boid[neighbor].oldPos.y - x->boid[theBoid].oldPos.y; - distD = x->boid[neighbor].oldPos.z - x->boid[theBoid].oldPos.z; - - if(dist == 0.0) dist = 0.0000001; - totalVel.x = totalVel.x - distH - (distH * ((float) x->prefDist / (dist))); - totalVel.y = totalVel.y - distV - (distV * ((float) x->prefDist / (dist))); - totalVel.z = totalVel.z - distD - (distV * ((float) x->prefDist / (dist))); - - numClose++; - } - if (InFront(&(x->boid[theBoid]), &(x->boid[neighbor]))) { // adjust speed - if (distSqr < x->prefDistSqr) - tempSpeed /= (x->accelFactor / 100.0); - else - tempSpeed *= (x->accelFactor / 100.0); - } - else { - if (distSqr < x->prefDistSqr) - tempSpeed *= (x->accelFactor / 100.0); - else - tempSpeed /= (x->accelFactor / 100.0); - } - } - if (numClose) { - avoidNeighborVel->x = totalVel.x / numClose; - avoidNeighborVel->y = totalVel.y / numClose; - avoidNeighborVel->z = totalVel.z / numClose; - NormalizeVelocity(matchNeighborVel); - } - else { - avoidNeighborVel->x = 0; - avoidNeighborVel->y = 0; - avoidNeighborVel->z = 0; - } - return(tempSpeed); -} - - -Velocity SeekPoint(t_boids *x, short theBoid, Point3d seekPt) -{ - Velocity tempDir; - tempDir.x = seekPt.x - x->boid[theBoid].oldPos.x; - tempDir.y = seekPt.y - x->boid[theBoid].oldPos.y; - tempDir.z = seekPt.z - x->boid[theBoid].oldPos.z; - NormalizeVelocity(&tempDir); - return(tempDir); -} - - -Velocity AvoidWalls(t_boids *x, short theBoid) -{ - Point3d testPoint; - Velocity tempVel = {0.0, 0.0, 0.0}; - - /* calculate test point in front of the nose of the boid */ - /* distance depends on the boid's speed and the avoid edge constant */ - testPoint.x = x->boid[theBoid].oldPos.x + x->boid[theBoid].oldDir.x * x->boid[theBoid].speed * x->edgeDist; - testPoint.y = x->boid[theBoid].oldPos.y + x->boid[theBoid].oldDir.y * x->boid[theBoid].speed * x->edgeDist; - testPoint.z = x->boid[theBoid].oldPos.z + x->boid[theBoid].oldDir.z * x->boid[theBoid].speed * x->edgeDist; - - /* if test point is out of the left (right) side of x->flyRect, */ - /* return a positive (negative) horizontal velocity component */ - if (testPoint.x < x->flyRect.left) - tempVel.x = fabs(x->boid[theBoid].oldDir.x); - else if (testPoint.x > x->flyRect.right) - tempVel.x = - fabs(x->boid[theBoid].oldDir.x); - - /* same with top and bottom */ - if (testPoint.y < x->flyRect.top) - tempVel.y = fabs(x->boid[theBoid].oldDir.y); - else if (testPoint.y > x->flyRect.bottom) - tempVel.y = - fabs(x->boid[theBoid].oldDir.y); - - /* same with front and back */ - if (testPoint.z < x->flyRect.front) - tempVel.z = fabs(x->boid[theBoid].oldDir.z); - else if (testPoint.z > x->flyRect.back) - tempVel.z = - fabs(x->boid[theBoid].oldDir.z); - - return(tempVel); -} - - -int InFront(BoidPtr theBoid, BoidPtr neighbor) -{ - float grad, intercept; - int result; - -/* - -Find the gradient and y-intercept of a line passing through theBoid's oldPos -perpendicular to its direction of motion. Another boid is in front of theBoid -if it is to the right or left of this linedepending on whether theBoid is moving -right or left. However, if theBoid is travelling vertically then just compare -their vertical coordinates. - -*/ - // xy plane - - // if theBoid is not travelling vertically... - if (theBoid->oldDir.x != 0) { - // calculate gradient of a line _perpendicular_ to its direction (hence the minus) - grad = -theBoid->oldDir.y / theBoid->oldDir.x; - - // calculate where this line hits the y axis (from y = mx + c) - intercept = theBoid->oldPos.y - (grad * theBoid->oldPos.x); - - /* compare the horizontal position of the neighbor boid with */ - /* the point on the line that has its vertical coordinate */ - if (neighbor->oldPos.x >= ((neighbor->oldPos.y - intercept) / grad)) { - /* return true if the first boid's horizontal movement is +ve */ - result = (theBoid->oldDir.x > 0); - - if (result==0) return 0; - else goto next; - - } else { - /* return true if the first boid's horizontal movement is +ve */ - result = (theBoid->oldDir.x < 0); - if (result==0) return 0; - else goto next; - } - } - /* else theBoid is travelling vertically, so just compare vertical coordinates */ - else if (theBoid->oldDir.y > 0) { - result = (neighbor->oldPos.y > theBoid->oldPos.y); - if (result==0){ - return 0; - }else{ - goto next; - } - }else{ - result = (neighbor->oldPos.y < theBoid->oldPos.y); - if (result==0){ - return 0; - } else { - goto next; - } - } -next: - // yz plane - - // if theBoid is not travelling vertically... - if (theBoid->oldDir.y != 0) { - // calculate gradient of a line _perpendicular_ to its direction (hence the minus) - grad = -theBoid->oldDir.z / theBoid->oldDir.y; - - // calculate where this line hits the y axis (from y = mx + c) - intercept = theBoid->oldPos.z - (grad * theBoid->oldPos.y); - - // compare the horizontal position of the neighbor boid with - // the point on the line that has its vertical coordinate - if (neighbor->oldPos.y >= ((neighbor->oldPos.z - intercept) / grad)) { - // return true if the first boid's horizontal movement is +ve - result = (theBoid->oldDir.y > 0); - if (result==0){ - return 0; - }else{ - goto next2; - } - } else { - // return true if the first boid's horizontal movement is +ve - result = (theBoid->oldDir.y < 0); - if (result==0){ - return 0; - }else{ - goto next2; - } - } - } - // else theBoid is travelling vertically, so just compare vertical coordinates - else if (theBoid->oldDir.z > 0) { - result = (neighbor->oldPos.z > theBoid->oldPos.z); - if (result==0){ - return 0; - }else{ - goto next2; - } - }else{ - result = (neighbor->oldPos.z < theBoid->oldPos.z); - if (result==0){ - return 0; - }else{ - goto next2; - } - } -next2: - return 1; -} - -void NormalizeVelocity(Velocity *direction) -{ - float my_hypot; - - my_hypot = sqrt(direction->x * direction->x + direction->y * direction->y + direction->z * direction->z ); - - if (my_hypot != 0.0) { - direction->x = direction->x / my_hypot; - direction->y = direction->y / my_hypot; - direction->z = direction->z / my_hypot; - } -} - -double RandomInt(double minRange, double maxRange) -{ - unsigned short qdRdm; - double t, result; - - qdRdm = rand(); - t = (double)qdRdm / 65536.0; // now 0 <= t <= 1 - result = (t * (maxRange - minRange)) + minRange; - return(result); -} - -double DistSqrToPt(Point3d firstPoint, Point3d secondPoint) -{ - double a, b,c; - a = firstPoint.x - secondPoint.x; - b = firstPoint.y - secondPoint.y; - c = firstPoint.z - secondPoint.z; - return(a * a + b * b + c * c); -}
\ No newline at end of file diff --git a/boids3d/makefile b/boids3d/makefile deleted file mode 100644 index b2f087e..0000000 --- a/boids3d/makefile +++ /dev/null @@ -1,92 +0,0 @@ -NAME=boids3d -CSYM=boids3d - -current: pd_darwin - -# ----------------------- NT ----------------------- - -pd_nt: $(NAME).dll - -.SUFFIXES: .dll - -PDNTCFLAGS = /W3 /WX /DNT /DPD /nologo -VC="C:\Program Files\Microsoft Visual Studio\Vc98" - -PDNTINCLUDE = /I. /I..\..\src /I$(VC)\include - -PDNTLDIR = $(VC)\lib -PDNTLIB = $(PDNTLDIR)\libc.lib \ - $(PDNTLDIR)\oldnames.lib \ - $(PDNTLDIR)\kernel32.lib \ - ..\..\bin\pd.lib - -.c.dll: - cl $(PDNTCFLAGS) $(PDNTINCLUDE) /c $*.c - link /dll /export:$(CSYM)_setup $*.obj $(PDNTLIB) - -# ----------------------- IRIX 5.x ----------------------- - -pd_irix5: $(NAME).pd_irix5 - -.SUFFIXES: .pd_irix5 - -SGICFLAGS5 = -o32 -DPD -DUNIX -DIRIX -O2 - -SGIINCLUDE = -I../../src - -.c.pd_irix5: - $(CC) $(SGICFLAGS5) $(SGIINCLUDE) -o $*.o -c $*.c - ld -elf -shared -rdata_shared -o $*.pd_irix5 $*.o - rm $*.o - -# ----------------------- IRIX 6.x ----------------------- - -pd_irix6: $(NAME).pd_irix6 - -.SUFFIXES: .pd_irix6 - -SGICFLAGS6 = -n32 -DPD -DUNIX -DIRIX -DN32 -woff 1080,1064,1185 \ - -OPT:roundoff=3 -OPT:IEEE_arithmetic=3 -OPT:cray_ivdep=true \ - -Ofast=ip32 - -.c.pd_irix6: - $(CC) $(SGICFLAGS6) $(SGIINCLUDE) -o $*.o -c $*.c - ld -n32 -IPA -shared -rdata_shared -o $*.pd_irix6 $*.o - rm $*.o - -# ----------------------- LINUX i386 ----------------------- - -pd_linux: $(NAME).pd_linux - -.SUFFIXES: .pd_linux - -LINUXCFLAGS = -DPD -O2 -funroll-loops -fomit-frame-pointer -fPIC \ - -Wall -W -Wshadow -Wstrict-prototypes \ - -Wno-unused -Wno-parentheses -Wno-switch $(CFLAGS) - -LINUXINCLUDE = -I../../src - -.c.pd_linux: - $(CC) $(LINUXCFLAGS) $(LINUXINCLUDE) -o $*.o -c $*.c - ld --export-dynamic -shared -o $*.pd_linux $*.o -lc -lm - strip --strip-unneeded $*.pd_linux - rm -f $*.o - -# ----------------------- Mac OSX ----------------------- - -pd_darwin: $(NAME).pd_darwin - -.SUFFIXES: .pd_darwin - -DARWINCFLAGS = -DPD -O2 -Wall -W -Wshadow -Wstrict-prototypes \ - -Wno-unused -Wno-parentheses -Wno-switch - -.c.pd_darwin: - $(CC) $(DARWINCFLAGS) $(LINUXINCLUDE) -o $*.o -c $*.c - $(CC) -bundle -undefined suppress -flat_namespace -o $*.pd_darwin $*.o - rm -f $*.o - -# ---------------------------------------------------------- - -clean: - rm -f *.o *.pd_* so_locations |