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Diffstat (limited to 'source/blender/blenkernel/intern/boids.c')
-rw-r--r--source/blender/blenkernel/intern/boids.c74
1 files changed, 37 insertions, 37 deletions
diff --git a/source/blender/blenkernel/intern/boids.c b/source/blender/blenkernel/intern/boids.c
index ae4882b0eca..11ea3384c96 100644
--- a/source/blender/blenkernel/intern/boids.c
+++ b/source/blender/blenkernel/intern/boids.c
@@ -29,6 +29,11 @@
* ***** END GPL LICENSE BLOCK *****
*/
+/** \file blender/blenkernel/intern/boids.c
+ * \ingroup bke
+ */
+
+
#include <string.h>
#include <math.h>
@@ -208,10 +213,8 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
sub_v3_v3v3(ray_dir, col.co2, col.co1);
mul_v3_fl(ray_dir, acbr->look_ahead);
col.f = 0.0f;
- col.cfra = fmod(bbd->cfra-bbd->dfra, 1.0f);
- col.dfra = bbd->dfra;
hit.index = -1;
- hit.dist = col.ray_len = len_v3(ray_dir);
+ hit.dist = col.original_ray_length = len_v3(ray_dir);
/* find out closest deflector object */
for(coll = bbd->sim->colliders->first; coll; coll=coll->next) {
@@ -219,18 +222,18 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
if(coll->ob == bpa->ground)
continue;
- col.ob = coll->ob;
+ col.current = coll->ob;
col.md = coll->collmd;
if(col.md && col.md->bvhtree)
- BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, particle_intersect_face, &col);
+ BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, BKE_psys_collision_neartest_cb, &col);
}
/* then avoid that object */
if(hit.index>=0) {
- t = hit.dist/col.ray_len;
+ t = hit.dist/col.original_ray_length;
/* avoid head-on collision */
- if(dot_v3v3(col.nor, pa->prev_state.ave) < -0.99) {
+ if(dot_v3v3(col.pce.nor, pa->prev_state.ave) < -0.99f) {
/* don't know why, but uneven range [0.0,1.0] */
/* works much better than even [-1.0,1.0] */
bbd->wanted_co[0] = BLI_frand();
@@ -238,7 +241,7 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
bbd->wanted_co[2] = BLI_frand();
}
else {
- VECCOPY(bbd->wanted_co, col.nor);
+ copy_v3_v3(bbd->wanted_co, col.pce.nor);
}
mul_v3_fl(bbd->wanted_co, (1.0f - t) * val->personal_space * pa->size);
@@ -436,7 +439,7 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
mul = dot_v3v3(vec, vec);
/* leader is not moving */
- if(mul < 0.01) {
+ if(mul < 0.01f) {
len = len_v3(loc);
/* too close to leader */
if(len < 2.0f * val->personal_space * pa->size) {
@@ -473,7 +476,7 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
else {
VECCOPY(loc, flbr->oloc);
sub_v3_v3v3(vec, flbr->loc, flbr->oloc);
- mul_v3_fl(vec, 1.0/bbd->timestep);
+ mul_v3_fl(vec, 1.0f/bbd->timestep);
}
/* fac is seconds behind leader */
@@ -496,7 +499,7 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
mul = dot_v3v3(vec, vec);
/* leader is not moving */
- if(mul < 0.01) {
+ if(mul < 0.01f) {
len = len_v3(loc);
/* too close to leader */
if(len < 2.0f * val->personal_space * pa->size) {
@@ -727,7 +730,7 @@ static void set_boid_values(BoidValues *val, BoidSettings *boids, ParticleData *
if(ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) {
val->max_speed = boids->land_max_speed * bpa->data.health/boids->health;
val->max_acc = boids->land_max_acc * val->max_speed;
- val->max_ave = boids->land_max_ave * M_PI * bpa->data.health/boids->health;
+ val->max_ave = boids->land_max_ave * (float)M_PI * bpa->data.health/boids->health;
val->min_speed = 0.0f; /* no minimum speed on land */
val->personal_space = boids->land_personal_space;
val->jump_speed = boids->land_jump_speed * bpa->data.health/boids->health;
@@ -735,7 +738,7 @@ static void set_boid_values(BoidValues *val, BoidSettings *boids, ParticleData *
else {
val->max_speed = boids->air_max_speed * bpa->data.health/boids->health;
val->max_acc = boids->air_max_acc * val->max_speed;
- val->max_ave = boids->air_max_ave * M_PI * bpa->data.health/boids->health;
+ val->max_ave = boids->air_max_ave * (float)M_PI * bpa->data.health/boids->health;
val->min_speed = boids->air_min_speed * boids->air_max_speed;
val->personal_space = boids->air_personal_space;
val->jump_speed = 0.0f; /* no jumping in air */
@@ -774,27 +777,26 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float *gro
/* first try to find below boid */
copy_v3_v3(col.co1, pa->state.co);
sub_v3_v3v3(col.co2, pa->state.co, zvec);
- sub_v3_v3(col.co2, zvec);
sub_v3_v3v3(ray_dir, col.co2, col.co1);
col.f = 0.0f;
- col.cfra = fmod(bbd->cfra-bbd->dfra, 1.0f);
- col.dfra = bbd->dfra;
hit.index = -1;
- hit.dist = col.ray_len = len_v3(ray_dir);
+ hit.dist = col.original_ray_length = len_v3(ray_dir);
+ col.pce.inside = 0;
for(coll = bbd->sim->colliders->first; coll; coll = coll->next){
- col.ob = coll->ob;
+ col.current = coll->ob;
col.md = coll->collmd;
+ col.fac1 = col.fac2 = 0.f;
if(col.md && col.md->bvhtree)
- BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, particle_intersect_face, &col);
+ BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, BKE_psys_collision_neartest_cb, &col);
}
/* then use that object */
if(hit.index>=0) {
- t = hit.dist/col.ray_len;
+ t = hit.dist/col.original_ray_length;
interp_v3_v3v3(ground_co, col.co1, col.co2, t);
- normalize_v3_v3(ground_nor, col.nor);
- return col.hit_ob;
+ normalize_v3_v3(ground_nor, col.pce.nor);
+ return col.hit;
}
/* couldn't find below, so find upmost deflector object */
@@ -803,24 +805,22 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float *gro
sub_v3_v3(col.co2, zvec);
sub_v3_v3v3(ray_dir, col.co2, col.co1);
col.f = 0.0f;
- col.cfra = fmod(bbd->cfra-bbd->dfra, 1.0f);
- col.dfra = bbd->dfra;
hit.index = -1;
- hit.dist = col.ray_len = len_v3(ray_dir);
+ hit.dist = col.original_ray_length = len_v3(ray_dir);
for(coll = bbd->sim->colliders->first; coll; coll = coll->next){
- col.ob = coll->ob;
+ col.current = coll->ob;
col.md = coll->collmd;
if(col.md && col.md->bvhtree)
- BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, particle_intersect_face, &col);
+ BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, BKE_psys_collision_neartest_cb, &col);
}
/* then use that object */
if(hit.index>=0) {
- t = hit.dist/col.ray_len;
+ t = hit.dist/col.original_ray_length;
interp_v3_v3v3(ground_co, col.co1, col.co2, t);
- normalize_v3_v3(ground_nor, col.nor);
- return col.hit_ob;
+ normalize_v3_v3(ground_nor, col.pce.nor);
+ return col.hit;
}
/* default to z=0 */
@@ -872,7 +872,7 @@ static void boid_climb(BoidSettings *boids, ParticleData *pa, float *surface_co,
VECCOPY(nor, surface_nor);
/* gather apparent gravity */
- VECADDFAC(bpa->gravity, bpa->gravity, surface_nor, -1.0);
+ VECADDFAC(bpa->gravity, bpa->gravity, surface_nor, -1.0f);
normalize_v3(bpa->gravity);
/* raise boid it's size from surface */
@@ -1010,7 +1010,7 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
/* decide on jumping & liftoff */
if(bpa->data.mode == eBoidMode_OnLand) {
/* fuzziness makes boids capable of misjudgement */
- float mul = 1.0 + state->rule_fuzziness;
+ float mul = 1.0f + state->rule_fuzziness;
if(boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f) {
float cvel[3], dir[3];
@@ -1021,7 +1021,7 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
VECCOPY(cvel, bbd->wanted_co);
normalize_v2(cvel);
- if(dot_v2v2(cvel, dir) > 0.95 / mul)
+ if(dot_v2v2(cvel, dir) > 0.95f / mul)
bpa->data.mode = eBoidMode_Liftoff;
}
else if(val.jump_speed > 0.0f) {
@@ -1129,7 +1129,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor);
/* level = how many particle sizes above ground */
- level = (pa->prev_state.co[2] - ground_co[2])/(2.0f * pa->size) - 0.5;
+ level = (pa->prev_state.co[2] - ground_co[2])/(2.0f * pa->size) - 0.5f;
landing_level = - boids->landing_smoothness * pa->prev_state.vel[2] * pa_mass;
@@ -1328,7 +1328,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
boid_climb(boids, pa, ground_co, ground_nor);
}
/* land boid when really near ground */
- else if(pa->state.co[2] <= ground_co[2] + 1.01 * pa->size * boids->height){
+ else if(pa->state.co[2] <= ground_co[2] + 1.01f * pa->size * boids->height){
pa->state.co[2] = ground_co[2] + pa->size * boids->height;
pa->state.vel[2] = 0.0f;
bpa->data.mode = eBoidMode_OnLand;
@@ -1370,7 +1370,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
boid_climb(boids, pa, ground_co, ground_nor);
}
/* ground is too far away so boid falls */
- else if(pa->state.co[2]-ground_co[2] > 1.1 * pa->size * boids->height)
+ else if(pa->state.co[2]-ground_co[2] > 1.1f * pa->size * boids->height)
bpa->data.mode = eBoidMode_Falling;
else {
/* constrain to surface */
@@ -1402,7 +1402,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
/* save direction to state.ave unless the boid is falling */
/* (boids can't effect their direction when falling) */
- if(bpa->data.mode!=eBoidMode_Falling && len_v3(pa->state.vel) > 0.1*pa->size) {
+ if(bpa->data.mode!=eBoidMode_Falling && len_v3(pa->state.vel) > 0.1f*pa->size) {
copy_v3_v3(pa->state.ave, pa->state.vel);
pa->state.ave[2] *= bbd->part->boids->pitch;
normalize_v3(pa->state.ave);