Update of /cvsroot/pure-data/externals/boids/boids3d In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv24182
Modified Files: boids3d.c Log Message: boids3d.c
Index: boids3d.c =================================================================== RCS file: /cvsroot/pure-data/externals/boids/boids3d/boids3d.c,v retrieving revision 1.1.1.1 retrieving revision 1.2 diff -C2 -d -r1.1.1.1 -r1.2 *** boids3d.c 23 Jun 2006 13:45:03 -0000 1.1.1.1 --- boids3d.c 31 Mar 2007 17:19:12 -0000 1.2 *************** *** 1 **** ! /*
boids3d 2005 - 2006 a.sier / jasch adapted from boids by eric singer © 1995-2003 eric l. singer free for non-commercial use */
#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, double arg); void Flock_numNeighbors(t_boids *x, double arg); void Flock_numBoids(t_boids *x, double arg); void Flock_minSpeed(t_boids *x, double arg); void Flock_maxSpeed(t_boids *x, double arg); void Flock_centerWeight(t_boids *x, double arg); void Flock_attractWeight(t_boids *x, double arg); void Flock_matchWeight(t_boids *x, double arg); void Flock_avoidWeight(t_boids *x, double arg); void Flock_wallsWeight(t_boids *x, double arg); void Flock_edgeDist(t_boids *x, double arg); void Flock_speedupFactor(t_boids *x, double arg); void Flock_inertiaFactor(t_boids *x, double arg); void Flock_accelFactor(t_boids *x, double arg); void Flock_prefDist(t_boids *x, double 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, double arg) { long m = (long)arg; x->mode = CLIP(m, 0, 2); }
void Flock_numNeighbors(t_boids *x, double arg) { x->numNeighbors = (long)arg; }
void Flock_numBoids(t_boids *x, double 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, double arg) { x->minSpeed = MAX(arg, 0.000001); }
void Flock_maxSpeed(t_boids *x, double arg) { x->maxSpeed = arg; }
void Flock_centerWeight(t_boids *x, double arg) { x->centerWeight = arg; }
void Flock_attractWeight(t_boids *x, double arg) { x->attractWeight = arg; }
void Flock_matchWeight(t_boids *x, double arg) { x->matchWeight = arg; }
void Flock_avoidWeight(t_boids *x, double arg) { x->avoidWeight = arg; }
void Flock_wallsWeight(t_boids *x, double arg) { x->wallsWeight = arg; }
void Flock_edgeDist(t_boids *x, double arg) { x->edgeDist = arg; }
void Flock_speedupFactor(t_boids *x, double arg) { x->speedupFactor = arg; }
void Flock_inertiaFactor(t_boids *x, double arg) { if(arg == 0){ x->inertiaFactor = 0.000001; }else{ x->inertiaFactor = arg; } }
void Flock_accelFactor(t_boids *x, double arg) { x->accelFactor = arg; }
void Flock_prefDist(t_boids *x, double arg) { x->prefDist = 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 --- 1 ---- ! /*
boids3d 2005 - 2006 a.sier / jasch adapted from boids by eric singer © 1995-2003 eric l. singer free for non-commercial use */
#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 = arg; }
void Flock_centerWeight(t_boids *x, t_float arg) { x->centerWeight = arg; }
void Flock_attractWeight(t_boids *x, t_float arg) { x->attractWeight = arg; }
void Flock_matchWeight(t_boids *x, t_float arg) { x->matchWeight = arg; }
void Flock_avoidWeight(t_boids *x, t_float arg) { x->avoidWeight = arg; }
void Flock_wallsWeight(t_boids *x, t_float arg) { x->wallsWeight = arg; }
void Flock_edgeDist(t_boids *x, t_float arg) { x->edgeDist = arg; }
void Flock_speedupFactor(t_boids *x, t_float arg) { x->speedupFactor = arg; }
void Flock_inertiaFactor(t_boids *x, t_float arg) { if(arg == 0){ x->inertiaFactor = 0.000001; }else{ x->inertiaFactor = arg; } }
void Flock_accelFactor(t_boids *x, t_float arg) { x->accelFactor = arg; }
void Flock_prefDist(t_boids *x, t_float arg) { x->prefDist = 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