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Diffstat (limited to 'source/blender/blenkernel/intern/boids.c')
-rw-r--r--source/blender/blenkernel/intern/boids.c107
1 files changed, 79 insertions, 28 deletions
diff --git a/source/blender/blenkernel/intern/boids.c b/source/blender/blenkernel/intern/boids.c
index 54ffda6c0a9..ae4882b0eca 100644
--- a/source/blender/blenkernel/intern/boids.c
+++ b/source/blender/blenkernel/intern/boids.c
@@ -41,11 +41,13 @@
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_kdtree.h"
+#include "BLI_utildefines.h"
+
#include "BKE_collision.h"
#include "BKE_effect.h"
#include "BKE_boids.h"
#include "BKE_particle.h"
-#include "BKE_utildefines.h"
+
#include "BKE_modifier.h"
#include "RNA_enum_types.h"
@@ -58,7 +60,7 @@ typedef struct BoidValues {
static int apply_boid_rule(BoidBrainData *bbd, BoidRule *rule, BoidValues *val, ParticleData *pa, float fuzziness);
-static int rule_none(BoidRule *rule, BoidBrainData *data, BoidValues *val, ParticleData *pa)
+static int rule_none(BoidRule *UNUSED(rule), BoidBrainData *UNUSED(data), BoidValues *UNUSED(val), ParticleData *UNUSED(pa))
{
return 0;
}
@@ -205,7 +207,9 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
add_v3_v3v3(col.co2, pa->prev_state.co, pa->prev_state.vel);
sub_v3_v3v3(ray_dir, col.co2, col.co1);
mul_v3_fl(ray_dir, acbr->look_ahead);
- col.t = 0.0f;
+ 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);
@@ -240,6 +244,7 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
mul_v3_fl(bbd->wanted_co, (1.0f - t) * val->personal_space * pa->size);
bbd->wanted_speed = sqrt(t) * len_v3(pa->prev_state.vel);
+ bbd->wanted_speed = MAX2(bbd->wanted_speed, val->min_speed);
return 1;
}
@@ -343,7 +348,7 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
return ret;
}
-static int rule_separate(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, ParticleData *pa)
+static int rule_separate(BoidRule *UNUSED(rule), BoidBrainData *bbd, BoidValues *val, ParticleData *pa)
{
KDTreeNearest *ptn = NULL;
ParticleTarget *pt;
@@ -383,7 +388,7 @@ static int rule_separate(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, Pa
}
return ret;
}
-static int rule_flock(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, ParticleData *pa)
+static int rule_flock(BoidRule *UNUSED(rule), BoidBrainData *bbd, BoidValues *UNUSED(val), ParticleData *pa)
{
KDTreeNearest ptn[11];
float vec[3] = {0.0f, 0.0f, 0.0f}, loc[3] = {0.0f, 0.0f, 0.0f};
@@ -736,6 +741,7 @@ static void set_boid_values(BoidValues *val, BoidSettings *boids, ParticleData *
val->jump_speed = 0.0f; /* no jumping in air */
}
}
+
static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float *ground_co, float *ground_nor)
{
BoidParticle *bpa = pa->boid;
@@ -765,16 +771,17 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float *gro
if(!bbd->sim->colliders)
return NULL;
+ /* first try to find below boid */
copy_v3_v3(col.co1, pa->state.co);
- copy_v3_v3(col.co2, pa->state.co);
- add_v3_v3(col.co1, zvec);
+ 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.t = 0.0f;
+ 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);
- /* find out upmost deflector object */
for(coll = bbd->sim->colliders->first; coll; coll = coll->next){
col.ob = coll->ob;
col.md = coll->collmd;
@@ -789,17 +796,42 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float *gro
normalize_v3_v3(ground_nor, col.nor);
return col.hit_ob;
}
- else {
- /* default to z=0 */
- VECCOPY(ground_co, pa->state.co);
- ground_co[2] = 0;
- ground_nor[0] = ground_nor[1] = 0.0f;
- ground_nor[2] = 1.0f;
- return NULL;
+
+ /* couldn't find below, so find upmost deflector object */
+ add_v3_v3v3(col.co1, pa->state.co, zvec);
+ 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);
+
+ for(coll = bbd->sim->colliders->first; coll; coll = coll->next){
+ col.ob = 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);
+ }
+ /* then use that object */
+ if(hit.index>=0) {
+ t = hit.dist/col.ray_len;
+ interp_v3_v3v3(ground_co, col.co1, col.co2, t);
+ normalize_v3_v3(ground_nor, col.nor);
+ return col.hit_ob;
}
+
+ /* default to z=0 */
+ VECCOPY(ground_co, pa->state.co);
+ ground_co[2] = 0;
+ ground_nor[0] = ground_nor[1] = 0.0f;
+ ground_nor[2] = 1.0f;
+ return NULL;
}
}
-static int boid_rule_applies(ParticleData *pa, BoidSettings *boids, BoidRule *rule)
+static int boid_rule_applies(ParticleData *pa, BoidSettings *UNUSED(boids), BoidRule *rule)
{
BoidParticle *bpa = pa->boid;
@@ -1226,14 +1258,18 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
VECADDFAC(pa->state.vel, pa->state.vel, acc, dtime);
- if(bpa->data.mode != eBoidMode_InAir)
- bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor);
+ //if(bpa->data.mode != eBoidMode_InAir)
+ bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor);
/* change modes, constrain movement & keep track of down vector */
switch(bpa->data.mode) {
case eBoidMode_InAir:
{
- float grav[3] = {0.0f, 0.0f, bbd->sim->scene->physics_settings.gravity[2] < 0.0f ? -1.0f : 0.0f};
+ float grav[3];
+
+ grav[0]= 0.0f;
+ grav[1]= 0.0f;
+ grav[2]= bbd->sim->scene->physics_settings.gravity[2] < 0.0f ? -1.0f : 0.0f;
/* don't take forward acceleration into account (better banking) */
if(dot_v3v3(bpa->data.acc, pa->state.vel) > 0.0f) {
@@ -1255,17 +1291,29 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
boid_find_ground(bbd, pa, ground_co, ground_nor);
boid_climb(boids, pa, ground_co, ground_nor);
}
- /* land boid when belowg ground */
- else if(boids->options & BOID_ALLOW_LAND && pa->state.co[2] <= ground_co[2] + 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;
+ else if(pa->state.co[2] <= ground_co[2] + pa->size * boids->height) {
+ /* land boid when below ground */
+ if(boids->options & BOID_ALLOW_LAND) {
+ pa->state.co[2] = ground_co[2] + pa->size * boids->height;
+ pa->state.vel[2] = 0.0f;
+ bpa->data.mode = eBoidMode_OnLand;
+ }
+ /* fly above ground */
+ else {
+ pa->state.co[2] = ground_co[2] + pa->size * boids->height;
+ pa->state.vel[2] = 0.0f;
+ }
}
break;
}
case eBoidMode_Falling:
{
- float grav[3] = {0.0f, 0.0f, bbd->sim->scene->physics_settings.gravity[2] < 0.0f ? -1.0f : 0.0f};
+ float grav[3];
+
+ grav[0]= 0.0f;
+ grav[1]= 0.0f;
+ grav[2]= bbd->sim->scene->physics_settings.gravity[2] < 0.0f ? -1.0f : 0.0f;
+
/* gather apparent gravity */
VECADDFAC(bpa->gravity, bpa->gravity, grav, dtime);
@@ -1355,7 +1403,9 @@ 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) {
- normalize_v3_v3(pa->state.ave, pa->state.vel);
+ copy_v3_v3(pa->state.ave, pa->state.vel);
+ pa->state.ave[2] *= bbd->part->boids->pitch;
+ normalize_v3(pa->state.ave);
}
/* apply damping */
@@ -1420,7 +1470,7 @@ BoidRule *boid_new_rule(int type)
rule->type = type;
rule->flag |= BOIDRULE_IN_AIR|BOIDRULE_ON_LAND;
- strcpy(rule->name, boidrule_type_items[type-1].name);
+ BLI_strncpy(rule->name, boidrule_type_items[type-1].name, sizeof(rule->name));
return rule;
}
@@ -1440,6 +1490,7 @@ void boid_default_settings(BoidSettings *boids)
boids->landing_smoothness = 3.0f;
boids->banking = 1.0f;
+ boids->pitch = 1.0f;
boids->height = 1.0f;
boids->health = 1.0f;