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-rw-r--r--boids2d/boids2d.c962
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diff --git a/boids2d/boids2d.c b/boids2d/boids2d.c
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-/*
-
- boids2d 08/2005 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 Point2d {
- double x;
- double y;
-// double z;
-} Point2d;
-
-typedef struct Box3D {
- double left, right;
- double top, bottom;
-// double front, back;
-} Box3D;
-
-typedef struct _Boid {
- Point2d oldPos;
- Point2d 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;
- Point2d centerPt;
- Point2d attractPt;
- BoidPtr boid;
- double d2r, r2d;
-} t_boids, *FlockPtr;
-
-// variables
-// void *flock;
-t_symbol *ps_nothing;
-
-// prototypes
-void *boids2d_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);
-Point2d FindFlockCenter(t_boids *x);
-float MatchAndAvoidNeighbors(t_boids *x, short theBoid, Velocity *matchNeighborVel, Velocity *avoidNeighborVel);
-Velocity SeekPoint(t_boids *x, short theBoid, Point2d 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(Point2d firstPoint, Point2d secondPoint);
-
-void boids2d_setup(void)
-{
- boids2d_class = class_new(gensym("boids2d"), (t_newmethod)Flock_new,
- (t_method)Flock_free, sizeof(t_boids), 0, A_GIMME, 0);
- /* setup((t_messlist **) &flock, (method)Flock_new, (method)Flock_free, (short) sizeof(FlockObject), 0L, A_LONG, A_DEFLONG, 0); */
- class_addfloat(boids2d_class, (t_method) Flock_numBoids);
- class_addbang(boids2d_class, (t_method) Flock_bang);
- class_addmethod(boids2d_class, (t_method) Flock_numNeighbors, gensym("neighbors"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_numBoids, gensym("number"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_mode, gensym("mode"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_minSpeed, gensym("minspeed"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_maxSpeed, gensym("maxspeed"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_centerWeight, gensym("center"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_attractWeight, gensym("attract"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_matchWeight, gensym("match"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_avoidWeight, gensym("avoid"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_wallsWeight, gensym("repel"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_edgeDist, gensym("edgedist"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_speedupFactor, gensym("speed"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_inertiaFactor, gensym("inertia"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_accelFactor, gensym("accel"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_prefDist, gensym("prefdist"), A_FLOAT, 0);
- class_addmethod(boids2d_class, (t_method) Flock_flyRect, gensym("flyrect"), A_GIMME, 0);
- class_addmethod(boids2d_class, (t_method) Flock_attractPt, gensym("attractpt"), A_GIMME, 0);
- class_addmethod(boids2d_class, (t_method) Flock_resetBoids, gensym("reset"), 0);
- class_addmethod(boids2d_class, (t_method) Flock_reset, gensym("init"), 0);
- class_addmethod(boids2d_class, (t_method) Flock_dump, gensym("dump"), 0);
-
- post("boids2d 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(boids2d_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;
- double tempOld_x, tempOld_y;
- double delta_x, delta_y;
- double azi, speed;
- // double tempspeed;
-
- 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, 3, 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+3, x->boid[i].oldPos.x);
- SETFLOAT(out+4, x->boid[i].oldPos.y);
- // SETFLOAT(out+6, x->boid[i].oldPos.z);
- outlet_list(x->out1, 0L, 5, 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+3, tempOld_x);
- SETFLOAT(out+4, tempOld_y);
- // SETFLOAT(out+6, tempOld_z);
- SETFLOAT(out+5, speed);
- SETFLOAT(out+6, azi);
- // SETFLOAT(out+9, ele);
- outlet_list(x->out1, 0L, 7, 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"), 4, 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"), 2, 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[4];
- short i;
- if(argc == 4){
- for(i=0;i<4;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("boids2d: flyrect needs four values");
- }
-}
-
-void Flock_attractPt(t_boids *x, t_symbol *msg, short argc, t_atom *argv)
-{
- double temp[2];
- short i;
- if(argc == 2){
- for(i=0;i<2;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("boids2d: attractPt needs two 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);
-
- }
-}
-
-Point2d FindFlockCenter(t_boids *x)
-{
- double totalH = 0, totalV = 0, totalD = 0;
- Point2d centerPoint;
- 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, Point2d 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)
-{
- Point2d 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(Point2d firstPoint, Point2d 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