tornavis/source/blender/blenkernel/intern/boids.cc

1734 lines
53 KiB
C++

/* SPDX-FileCopyrightText: 2009 by Janne Karhu. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include <cmath>
#include <cstring>
#include "MEM_guardedalloc.h"
#include "DNA_object_force_types.h"
#include "DNA_scene_types.h"
#include "BLI_blenlib.h"
#include "BLI_kdtree.h"
#include "BLI_math_base_safe.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector.h"
#include "BLI_rand.h"
#include "BLI_utildefines.h"
#include "BKE_boids.h"
#include "BKE_collision.h"
#include "BKE_effect.h"
#include "BKE_particle.h"
#include "BLI_kdopbvh.h"
#include "BLT_translation.h"
#include "BKE_modifier.hh"
#include "RNA_enum_types.hh"
static float len_squared_v3v3_with_normal_bias(const float co_search[3],
const float co_test[3],
const void *user_data)
{
const float *normal = static_cast<const float *>(user_data);
float d[3], dist;
sub_v3_v3v3(d, co_test, co_search);
dist = len_squared_v3(d);
/* Avoid head-on collisions. */
if (dot_v3v3(d, normal) < 0.0f) {
dist *= 10.0f;
}
return dist;
}
struct BoidValues {
float max_speed, max_acc;
float max_ave, min_speed;
float personal_space, jump_speed;
};
static bool apply_boid_rule(
BoidBrainData *bbd, BoidRule *rule, BoidValues *val, ParticleData *pa, float fuzziness);
static bool rule_none(BoidRule * /*rule*/,
BoidBrainData * /*data*/,
BoidValues * /*val*/,
ParticleData * /*pa*/)
{
return false;
}
static bool rule_goal_avoid(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, ParticleData *pa)
{
BoidRuleGoalAvoid *gabr = (BoidRuleGoalAvoid *)rule;
BoidSettings *boids = bbd->part->boids;
BoidParticle *bpa = pa->boid;
EffectedPoint epoint;
ListBase *effectors = bbd->sim->psys->effectors;
EffectorCache *eff = nullptr;
EffectorCache temp_eff;
EffectorData efd, cur_efd;
float mul = (rule->type == eBoidRuleType_Avoid ? 1.0 : -1.0);
float priority = 0.0f, len = 0.0f;
bool ret = false;
int p = 0;
efd.index = cur_efd.index = &p;
pd_point_from_particle(bbd->sim, pa, &pa->state, &epoint);
/* first find out goal/predator with highest priority */
if (effectors) {
LISTBASE_FOREACH (EffectorCache *, cur, effectors) {
Object *eob = cur->ob;
PartDeflect *pd = cur->pd;
if (gabr->ob && (rule->type != eBoidRuleType_Goal || gabr->ob != bpa->ground)) {
if (gabr->ob == eob) {
/* TODO: effectors with multiple points */
if (get_effector_data(cur, &efd, &epoint, 0)) {
if (cur->pd && cur->pd->forcefield == PFIELD_BOID) {
priority = mul * pd->f_strength *
effector_falloff(cur, &efd, &epoint, bbd->part->effector_weights);
}
else {
priority = 1.0;
}
eff = cur;
}
break;
}
}
else if (rule->type == eBoidRuleType_Goal && eob == bpa->ground) {
/* skip current object */
}
else if (pd->forcefield == PFIELD_BOID && mul * pd->f_strength > 0.0f &&
get_effector_data(cur, &cur_efd, &epoint, 0))
{
float temp = mul * pd->f_strength *
effector_falloff(cur, &cur_efd, &epoint, bbd->part->effector_weights);
if (temp == 0.0f) {
/* do nothing */
}
else if (temp > priority) {
priority = temp;
eff = cur;
efd = cur_efd;
len = efd.distance;
}
/* choose closest object with same priority */
else if (temp == priority && efd.distance < len) {
eff = cur;
efd = cur_efd;
len = efd.distance;
}
}
}
}
/* if the object doesn't have effector data we have to fake it */
if (eff == nullptr && gabr->ob) {
memset(&temp_eff, 0, sizeof(EffectorCache));
temp_eff.ob = gabr->ob;
temp_eff.depsgraph = bbd->sim->depsgraph;
temp_eff.scene = bbd->sim->scene;
eff = &temp_eff;
get_effector_data(eff, &efd, &epoint, 0);
priority = 1.0f;
}
/* Then use that effector. */
/* With avoid, factor is "fear factor". */
if (priority > (rule->type == eBoidRuleType_Avoid ? gabr->fear_factor : 0.0f)) {
Object *eob = eff->ob;
PartDeflect *pd = eff->pd;
float surface = (pd && pd->shape == PFIELD_SHAPE_SURFACE) ? 1.0f : 0.0f;
if (gabr->options & BRULE_GOAL_AVOID_PREDICT) {
/* estimate future location of target */
get_effector_data(eff, &efd, &epoint, 1);
mul_v3_fl(efd.vel, efd.distance / (val->max_speed * bbd->timestep));
add_v3_v3(efd.loc, efd.vel);
sub_v3_v3v3(efd.vec_to_point, pa->prev_state.co, efd.loc);
efd.distance = len_v3(efd.vec_to_point);
}
if (rule->type == eBoidRuleType_Goal && boids->options & BOID_ALLOW_CLIMB && surface != 0.0f) {
if (!bbd->goal_ob || bbd->goal_priority < priority) {
bbd->goal_ob = eob;
copy_v3_v3(bbd->goal_co, efd.loc);
copy_v3_v3(bbd->goal_nor, efd.nor);
}
}
else if ((rule->type == eBoidRuleType_Avoid) && (bpa->data.mode == eBoidMode_Climbing) &&
(priority > 2.0f * gabr->fear_factor))
{
/* detach from surface and try to fly away from danger */
negate_v3_v3(efd.vec_to_point, bpa->gravity);
}
copy_v3_v3(bbd->wanted_co, efd.vec_to_point);
mul_v3_fl(bbd->wanted_co, mul);
bbd->wanted_speed = val->max_speed * priority;
/* with goals factor is approach velocity factor */
if (rule->type == eBoidRuleType_Goal && boids->landing_smoothness > 0.0f) {
float len2 = 2.0f * len_v3(pa->prev_state.vel);
surface *= pa->size * boids->height;
if (len2 > 0.0f && efd.distance - surface < len2) {
len2 = (efd.distance - surface) / len2;
bbd->wanted_speed *= powf(len2, boids->landing_smoothness);
}
}
ret = true;
}
return ret;
}
static bool rule_avoid_collision(BoidRule *rule,
BoidBrainData *bbd,
BoidValues *val,
ParticleData *pa)
{
const int raycast_flag = BVH_RAYCAST_DEFAULT & ~BVH_RAYCAST_WATERTIGHT;
BoidRuleAvoidCollision *acbr = (BoidRuleAvoidCollision *)rule;
KDTreeNearest_3d *ptn = nullptr;
BoidParticle *bpa = pa->boid;
float vec[3] = {0.0f, 0.0f, 0.0f}, loc[3] = {0.0f, 0.0f, 0.0f};
float co1[3], vel1[3], co2[3], vel2[3];
float len, t, inp, t_min = 2.0f;
int n, neighbors = 0, nearest = 0;
bool ret = false;
/* Check deflector objects first. */
if (acbr->options & BRULE_ACOLL_WITH_DEFLECTORS && bbd->sim->colliders) {
ParticleCollision col;
BVHTreeRayHit hit;
float radius = val->personal_space * pa->size, ray_dir[3];
memset(&col, 0, sizeof(ParticleCollision));
copy_v3_v3(col.co1, pa->prev_state.co);
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.f = 0.0f;
hit.index = -1;
hit.dist = col.original_ray_length = normalize_v3(ray_dir);
/* find out closest deflector object */
LISTBASE_FOREACH (ColliderCache *, coll, bbd->sim->colliders) {
/* don't check with current ground object */
if (coll->ob == bpa->ground) {
continue;
}
col.current = coll->ob;
col.md = coll->collmd;
if (col.md && col.md->bvhtree) {
BLI_bvhtree_ray_cast_ex(col.md->bvhtree,
col.co1,
ray_dir,
radius,
&hit,
BKE_psys_collision_neartest_cb,
&col,
raycast_flag);
}
}
/* then avoid that object */
if (hit.index >= 0) {
t = hit.dist / col.original_ray_length;
/* avoid head-on collision */
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_rng_get_float(bbd->rng);
bbd->wanted_co[1] = BLI_rng_get_float(bbd->rng);
bbd->wanted_co[2] = BLI_rng_get_float(bbd->rng);
}
else {
copy_v3_v3(bbd->wanted_co, col.pce.nor);
}
mul_v3_fl(bbd->wanted_co, (1.0f - t) * val->personal_space * pa->size);
bbd->wanted_speed = sqrtf(t) * len_v3(pa->prev_state.vel);
bbd->wanted_speed = std::max(bbd->wanted_speed, val->min_speed);
return true;
}
}
/* Check boids in own system. */
if (acbr->options & BRULE_ACOLL_WITH_BOIDS) {
neighbors = BLI_kdtree_3d_range_search_with_len_squared_cb(bbd->sim->psys->tree,
pa->prev_state.co,
&ptn,
acbr->look_ahead *
len_v3(pa->prev_state.vel),
len_squared_v3v3_with_normal_bias,
pa->prev_state.ave);
if (neighbors > 1) {
for (n = 1; n < neighbors; n++) {
copy_v3_v3(co1, pa->prev_state.co);
copy_v3_v3(vel1, pa->prev_state.vel);
copy_v3_v3(co2, (bbd->sim->psys->particles + ptn[n].index)->prev_state.co);
copy_v3_v3(vel2, (bbd->sim->psys->particles + ptn[n].index)->prev_state.vel);
sub_v3_v3v3(loc, co1, co2);
sub_v3_v3v3(vec, vel1, vel2);
inp = dot_v3v3(vec, vec);
/* velocities not parallel */
if (inp != 0.0f) {
t = -dot_v3v3(loc, vec) / inp;
/* cpa is not too far in the future so investigate further */
if (t > 0.0f && t < t_min) {
madd_v3_v3fl(co1, vel1, t);
madd_v3_v3fl(co2, vel2, t);
sub_v3_v3v3(vec, co2, co1);
len = normalize_v3(vec);
/* distance of cpa is close enough */
if (len < 2.0f * val->personal_space * pa->size) {
t_min = t;
mul_v3_fl(vec, len_v3(vel1));
mul_v3_fl(vec, (2.0f - t) / 2.0f);
sub_v3_v3v3(bbd->wanted_co, vel1, vec);
bbd->wanted_speed = len_v3(bbd->wanted_co);
ret = true;
}
}
}
}
}
}
MEM_SAFE_FREE(ptn);
/* check boids in other systems */
LISTBASE_FOREACH (ParticleTarget *, pt, &bbd->sim->psys->targets) {
ParticleSystem *epsys = psys_get_target_system(bbd->sim->ob, pt);
if (epsys) {
BLI_assert(epsys->tree != nullptr);
neighbors = BLI_kdtree_3d_range_search_with_len_squared_cb(epsys->tree,
pa->prev_state.co,
&ptn,
acbr->look_ahead *
len_v3(pa->prev_state.vel),
len_squared_v3v3_with_normal_bias,
pa->prev_state.ave);
if (neighbors > 0) {
for (n = 0; n < neighbors; n++) {
copy_v3_v3(co1, pa->prev_state.co);
copy_v3_v3(vel1, pa->prev_state.vel);
copy_v3_v3(co2, (epsys->particles + ptn[n].index)->prev_state.co);
copy_v3_v3(vel2, (epsys->particles + ptn[n].index)->prev_state.vel);
sub_v3_v3v3(loc, co1, co2);
sub_v3_v3v3(vec, vel1, vel2);
inp = dot_v3v3(vec, vec);
/* velocities not parallel */
if (inp != 0.0f) {
t = -dot_v3v3(loc, vec) / inp;
/* cpa is not too far in the future so investigate further */
if (t > 0.0f && t < t_min) {
madd_v3_v3fl(co1, vel1, t);
madd_v3_v3fl(co2, vel2, t);
sub_v3_v3v3(vec, co2, co1);
len = normalize_v3(vec);
/* distance of cpa is close enough */
if (len < 2.0f * val->personal_space * pa->size) {
t_min = t;
mul_v3_fl(vec, len_v3(vel1));
mul_v3_fl(vec, (2.0f - t) / 2.0f);
sub_v3_v3v3(bbd->wanted_co, vel1, vec);
bbd->wanted_speed = len_v3(bbd->wanted_co);
ret = true;
}
}
}
}
}
MEM_SAFE_FREE(ptn);
}
}
if (ptn && nearest == 0) {
MEM_freeN(ptn);
}
return ret;
}
static bool rule_separate(BoidRule * /*rule*/,
BoidBrainData *bbd,
BoidValues *val,
ParticleData *pa)
{
KDTreeNearest_3d *ptn = nullptr;
float len = 2.0f * val->personal_space * pa->size + 1.0f;
float vec[3] = {0.0f, 0.0f, 0.0f};
int neighbors = BLI_kdtree_3d_range_search(
bbd->sim->psys->tree, pa->prev_state.co, &ptn, 2.0f * val->personal_space * pa->size);
bool ret = false;
if (neighbors > 1 && ptn[1].dist != 0.0f) {
sub_v3_v3v3(vec, pa->prev_state.co, bbd->sim->psys->particles[ptn[1].index].state.co);
mul_v3_fl(vec, (2.0f * val->personal_space * pa->size - ptn[1].dist) / ptn[1].dist);
add_v3_v3(bbd->wanted_co, vec);
bbd->wanted_speed = val->max_speed;
len = ptn[1].dist;
ret = true;
}
MEM_SAFE_FREE(ptn);
/* check other boid systems */
LISTBASE_FOREACH (ParticleTarget *, pt, &bbd->sim->psys->targets) {
ParticleSystem *epsys = psys_get_target_system(bbd->sim->ob, pt);
if (epsys) {
neighbors = BLI_kdtree_3d_range_search(
epsys->tree, pa->prev_state.co, &ptn, 2.0f * val->personal_space * pa->size);
if (neighbors > 0 && ptn[0].dist < len) {
sub_v3_v3v3(vec, pa->prev_state.co, ptn[0].co);
mul_v3_fl(vec, (2.0f * val->personal_space * pa->size - ptn[0].dist) / ptn[1].dist);
add_v3_v3(bbd->wanted_co, vec);
bbd->wanted_speed = val->max_speed;
len = ptn[0].dist;
ret = true;
}
MEM_SAFE_FREE(ptn);
}
}
return ret;
}
static bool rule_flock(BoidRule * /*rule*/,
BoidBrainData *bbd,
BoidValues * /*val*/,
ParticleData *pa)
{
KDTreeNearest_3d ptn[11];
float vec[3] = {0.0f, 0.0f, 0.0f}, loc[3] = {0.0f, 0.0f, 0.0f};
int neighbors = BLI_kdtree_3d_find_nearest_n_with_len_squared_cb(
bbd->sim->psys->tree,
pa->state.co,
ptn,
ARRAY_SIZE(ptn),
len_squared_v3v3_with_normal_bias,
pa->prev_state.ave);
int n;
bool ret = false;
if (neighbors > 1) {
for (n = 1; n < neighbors; n++) {
add_v3_v3(loc, bbd->sim->psys->particles[ptn[n].index].prev_state.co);
add_v3_v3(vec, bbd->sim->psys->particles[ptn[n].index].prev_state.vel);
}
mul_v3_fl(loc, 1.0f / (float(neighbors) - 1.0f));
mul_v3_fl(vec, 1.0f / (float(neighbors) - 1.0f));
sub_v3_v3(loc, pa->prev_state.co);
sub_v3_v3(vec, pa->prev_state.vel);
add_v3_v3(bbd->wanted_co, vec);
add_v3_v3(bbd->wanted_co, loc);
bbd->wanted_speed = len_v3(bbd->wanted_co);
ret = true;
}
return ret;
}
static bool rule_follow_leader(BoidRule *rule,
BoidBrainData *bbd,
BoidValues *val,
ParticleData *pa)
{
BoidRuleFollowLeader *flbr = (BoidRuleFollowLeader *)rule;
float vec[3] = {0.0f, 0.0f, 0.0f}, loc[3] = {0.0f, 0.0f, 0.0f};
float mul, len;
const int n = (flbr->queue_size <= 1) ? bbd->sim->psys->totpart : flbr->queue_size;
BLI_assert(ARRAY_HAS_ITEM(pa, bbd->sim->psys->particles, bbd->sim->psys->totpart));
const int p = int(pa - bbd->sim->psys->particles);
int i;
bool ret = false;
if (flbr->ob) {
float vec2[3], t;
/* first check we're not blocking the leader */
sub_v3_v3v3(vec, flbr->loc, flbr->oloc);
mul_v3_fl(vec, 1.0f / bbd->timestep);
sub_v3_v3v3(loc, pa->prev_state.co, flbr->oloc);
mul = dot_v3v3(vec, vec);
/* leader is not moving */
if (mul < 0.01f) {
len = len_v3(loc);
/* too close to leader */
if (len < 2.0f * val->personal_space * pa->size) {
copy_v3_v3(bbd->wanted_co, loc);
bbd->wanted_speed = val->max_speed;
return true;
}
}
else {
t = dot_v3v3(loc, vec) / mul;
/* possible blocking of leader in near future */
if (t > 0.0f && t < 3.0f) {
copy_v3_v3(vec2, vec);
mul_v3_fl(vec2, t);
sub_v3_v3v3(vec2, loc, vec2);
len = len_v3(vec2);
if (len < 2.0f * val->personal_space * pa->size) {
copy_v3_v3(bbd->wanted_co, vec2);
bbd->wanted_speed = val->max_speed * (3.0f - t) / 3.0f;
return true;
}
}
}
/* not blocking so try to follow leader */
if (p && flbr->options & BRULE_LEADER_IN_LINE) {
copy_v3_v3(vec, bbd->sim->psys->particles[p - 1].prev_state.vel);
copy_v3_v3(loc, bbd->sim->psys->particles[p - 1].prev_state.co);
}
else {
copy_v3_v3(loc, flbr->oloc);
sub_v3_v3v3(vec, flbr->loc, flbr->oloc);
mul_v3_fl(vec, 1.0f / bbd->timestep);
}
/* fac is seconds behind leader */
madd_v3_v3fl(loc, vec, -flbr->distance);
sub_v3_v3v3(bbd->wanted_co, loc, pa->prev_state.co);
bbd->wanted_speed = len_v3(bbd->wanted_co);
ret = true;
}
else if (p % n) {
float vec2[3], t, t_min = 3.0f;
/* first check we're not blocking any leaders */
for (i = 0; i < bbd->sim->psys->totpart; i += n) {
copy_v3_v3(vec, bbd->sim->psys->particles[i].prev_state.vel);
sub_v3_v3v3(loc, pa->prev_state.co, bbd->sim->psys->particles[i].prev_state.co);
mul = dot_v3v3(vec, vec);
/* leader is not moving */
if (mul < 0.01f) {
len = len_v3(loc);
/* too close to leader */
if (len < 2.0f * val->personal_space * pa->size) {
copy_v3_v3(bbd->wanted_co, loc);
bbd->wanted_speed = val->max_speed;
return true;
}
}
else {
t = dot_v3v3(loc, vec) / mul;
/* possible blocking of leader in near future */
if (t > 0.0f && t < t_min) {
copy_v3_v3(vec2, vec);
mul_v3_fl(vec2, t);
sub_v3_v3v3(vec2, loc, vec2);
len = len_v3(vec2);
if (len < 2.0f * val->personal_space * pa->size) {
t_min = t;
copy_v3_v3(bbd->wanted_co, loc);
bbd->wanted_speed = val->max_speed * (3.0f - t) / 3.0f;
ret = true;
}
}
}
}
if (ret) {
return true;
}
/* not blocking so try to follow leader */
if (flbr->options & BRULE_LEADER_IN_LINE) {
copy_v3_v3(vec, bbd->sim->psys->particles[p - 1].prev_state.vel);
copy_v3_v3(loc, bbd->sim->psys->particles[p - 1].prev_state.co);
}
else {
copy_v3_v3(vec, bbd->sim->psys->particles[p - p % n].prev_state.vel);
copy_v3_v3(loc, bbd->sim->psys->particles[p - p % n].prev_state.co);
}
/* fac is seconds behind leader */
madd_v3_v3fl(loc, vec, -flbr->distance);
sub_v3_v3v3(bbd->wanted_co, loc, pa->prev_state.co);
bbd->wanted_speed = len_v3(bbd->wanted_co);
ret = true;
}
return ret;
}
static bool rule_average_speed(BoidRule *rule,
BoidBrainData *bbd,
BoidValues *val,
ParticleData *pa)
{
BoidParticle *bpa = pa->boid;
BoidRuleAverageSpeed *asbr = (BoidRuleAverageSpeed *)rule;
float vec[3] = {0.0f, 0.0f, 0.0f};
if (asbr->wander > 0.0f) {
/* abuse pa->r_ave for wandering */
bpa->wander[0] += asbr->wander * (-1.0f + 2.0f * BLI_rng_get_float(bbd->rng));
bpa->wander[1] += asbr->wander * (-1.0f + 2.0f * BLI_rng_get_float(bbd->rng));
bpa->wander[2] += asbr->wander * (-1.0f + 2.0f * BLI_rng_get_float(bbd->rng));
normalize_v3(bpa->wander);
copy_v3_v3(vec, bpa->wander);
mul_qt_v3(pa->prev_state.rot, vec);
copy_v3_v3(bbd->wanted_co, pa->prev_state.ave);
mul_v3_fl(bbd->wanted_co, 1.1f);
add_v3_v3(bbd->wanted_co, vec);
/* leveling */
if (asbr->level > 0.0f && psys_uses_gravity(bbd->sim)) {
project_v3_v3v3(vec, bbd->wanted_co, bbd->sim->scene->physics_settings.gravity);
mul_v3_fl(vec, asbr->level);
sub_v3_v3(bbd->wanted_co, vec);
}
}
else {
copy_v3_v3(bbd->wanted_co, pa->prev_state.ave);
/* may happen at birth */
if (dot_v2v2(bbd->wanted_co, bbd->wanted_co) == 0.0f) {
bbd->wanted_co[0] = 2.0f * (0.5f - BLI_rng_get_float(bbd->rng));
bbd->wanted_co[1] = 2.0f * (0.5f - BLI_rng_get_float(bbd->rng));
bbd->wanted_co[2] = 2.0f * (0.5f - BLI_rng_get_float(bbd->rng));
}
/* leveling */
if (asbr->level > 0.0f && psys_uses_gravity(bbd->sim)) {
project_v3_v3v3(vec, bbd->wanted_co, bbd->sim->scene->physics_settings.gravity);
mul_v3_fl(vec, asbr->level);
sub_v3_v3(bbd->wanted_co, vec);
}
}
bbd->wanted_speed = asbr->speed * val->max_speed;
return true;
}
static bool rule_fight(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, ParticleData *pa)
{
BoidRuleFight *fbr = (BoidRuleFight *)rule;
KDTreeNearest_3d *ptn = nullptr;
ParticleData *epars;
ParticleData *enemy_pa = nullptr;
BoidParticle *bpa;
/* friends & enemies */
float closest_enemy[3] = {0.0f, 0.0f, 0.0f};
float closest_dist = fbr->distance + 1.0f;
float f_strength = 0.0f, e_strength = 0.0f;
float health = 0.0f;
int n;
bool ret = false;
/* calculate own group strength */
int neighbors = BLI_kdtree_3d_range_search(
bbd->sim->psys->tree, pa->prev_state.co, &ptn, fbr->distance);
for (n = 0; n < neighbors; n++) {
bpa = bbd->sim->psys->particles[ptn[n].index].boid;
health += bpa->data.health;
}
f_strength += bbd->part->boids->strength * health;
MEM_SAFE_FREE(ptn);
/* add other friendlies and calculate enemy strength and find closest enemy */
LISTBASE_FOREACH (ParticleTarget *, pt, &bbd->sim->psys->targets) {
ParticleSystem *epsys = psys_get_target_system(bbd->sim->ob, pt);
if (epsys) {
epars = epsys->particles;
neighbors = BLI_kdtree_3d_range_search(epsys->tree, pa->prev_state.co, &ptn, fbr->distance);
health = 0.0f;
for (n = 0; n < neighbors; n++) {
bpa = epars[ptn[n].index].boid;
health += bpa->data.health;
if (n == 0 && pt->mode == PTARGET_MODE_ENEMY && ptn[n].dist < closest_dist) {
copy_v3_v3(closest_enemy, ptn[n].co);
closest_dist = ptn[n].dist;
enemy_pa = epars + ptn[n].index;
}
}
if (pt->mode == PTARGET_MODE_ENEMY) {
e_strength += epsys->part->boids->strength * health;
}
else if (pt->mode == PTARGET_MODE_FRIEND) {
f_strength += epsys->part->boids->strength * health;
}
MEM_SAFE_FREE(ptn);
}
}
/* decide action if enemy presence found */
if (e_strength > 0.0f) {
sub_v3_v3v3(bbd->wanted_co, closest_enemy, pa->prev_state.co);
/* attack if in range */
if (closest_dist <= bbd->part->boids->range + pa->size + enemy_pa->size) {
float damage = BLI_rng_get_float(bbd->rng);
float enemy_dir[3];
normalize_v3_v3(enemy_dir, bbd->wanted_co);
/* fight mode */
bbd->wanted_speed = 0.0f;
/* must face enemy to fight */
if (dot_v3v3(pa->prev_state.ave, enemy_dir) > 0.5f) {
bpa = enemy_pa->boid;
bpa->data.health -= bbd->part->boids->strength * bbd->timestep *
((1.0f - bbd->part->boids->accuracy) * damage +
bbd->part->boids->accuracy);
}
}
else {
/* approach mode */
bbd->wanted_speed = val->max_speed;
}
/* check if boid doesn't want to fight */
bpa = pa->boid;
if (bpa->data.health / bbd->part->boids->health * bbd->part->boids->aggression <
e_strength / f_strength)
{
/* decide to flee */
if (closest_dist < fbr->flee_distance * fbr->distance) {
negate_v3(bbd->wanted_co);
bbd->wanted_speed = val->max_speed;
}
else { /* wait for better odds */
bbd->wanted_speed = 0.0f;
}
}
ret = true;
}
return ret;
}
using boid_rule_cb = bool (*)(BoidRule *rule,
BoidBrainData *data,
BoidValues *val,
ParticleData *pa);
static boid_rule_cb boid_rules[] = {
rule_none,
rule_goal_avoid,
rule_goal_avoid,
rule_avoid_collision,
rule_separate,
rule_flock,
rule_follow_leader,
rule_average_speed,
rule_fight,
#if 0
rule_help,
rule_protect,
rule_hide,
rule_follow_path,
rule_follow_wall,
#endif
};
static void set_boid_values(BoidValues *val, BoidSettings *boids, ParticleData *pa)
{
BoidParticle *bpa = pa->boid;
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 * 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;
}
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 * 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 */
}
}
static Object *boid_find_ground(BoidBrainData *bbd,
ParticleData *pa,
float ground_co[3],
float ground_nor[3])
{
const int raycast_flag = BVH_RAYCAST_DEFAULT & ~BVH_RAYCAST_WATERTIGHT;
BoidParticle *bpa = pa->boid;
if (bpa->data.mode == eBoidMode_Climbing) {
SurfaceModifierData *surmd = nullptr;
float x[3], v[3];
surmd = (SurfaceModifierData *)BKE_modifiers_findby_type(bpa->ground, eModifierType_Surface);
/* take surface velocity into account */
closest_point_on_surface(surmd, pa->state.co, x, nullptr, v);
add_v3_v3(x, v);
/* get actual position on surface */
closest_point_on_surface(surmd, x, ground_co, ground_nor, nullptr);
return bpa->ground;
}
const float zvec[3] = {0.0f, 0.0f, 2000.0f};
ParticleCollision col;
BVHTreeRayHit hit;
float radius = 0.0f, t, ray_dir[3];
if (!bbd->sim->colliders) {
return nullptr;
}
memset(&col, 0, sizeof(ParticleCollision));
/* 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_v3v3(ray_dir, col.co2, col.co1);
col.f = 0.0f;
hit.index = -1;
hit.dist = col.original_ray_length = normalize_v3(ray_dir);
col.pce.inside = 0;
LISTBASE_FOREACH (ColliderCache *, coll, bbd->sim->colliders) {
col.current = coll->ob;
col.md = coll->collmd;
col.fac1 = col.fac2 = 0.0f;
if (col.md && col.md->bvhtree) {
BLI_bvhtree_ray_cast_ex(col.md->bvhtree,
col.co1,
ray_dir,
radius,
&hit,
BKE_psys_collision_neartest_cb,
&col,
raycast_flag);
}
}
/* then use that object */
if (hit.index >= 0) {
t = hit.dist / col.original_ray_length;
interp_v3_v3v3(ground_co, col.co1, col.co2, t);
normalize_v3_v3(ground_nor, col.pce.nor);
return col.hit;
}
/* 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;
hit.index = -1;
hit.dist = col.original_ray_length = normalize_v3(ray_dir);
LISTBASE_FOREACH (ColliderCache *, coll, bbd->sim->colliders) {
col.current = coll->ob;
col.md = coll->collmd;
if (col.md && col.md->bvhtree) {
BLI_bvhtree_ray_cast_ex(col.md->bvhtree,
col.co1,
ray_dir,
radius,
&hit,
BKE_psys_collision_neartest_cb,
&col,
raycast_flag);
}
}
/* then use that object */
if (hit.index >= 0) {
t = hit.dist / col.original_ray_length;
interp_v3_v3v3(ground_co, col.co1, col.co2, t);
normalize_v3_v3(ground_nor, col.pce.nor);
return col.hit;
}
/* default to z=0 */
copy_v3_v3(ground_co, pa->state.co);
ground_co[2] = 0;
ground_nor[0] = ground_nor[1] = 0.0f;
ground_nor[2] = 1.0f;
return nullptr;
}
static bool boid_rule_applies(ParticleData *pa, BoidSettings * /*boids*/, BoidRule *rule)
{
BoidParticle *bpa = pa->boid;
if (rule == nullptr) {
return false;
}
if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing) && rule->flag & BOIDRULE_ON_LAND)
{
return true;
}
if (bpa->data.mode == eBoidMode_InAir && rule->flag & BOIDRULE_IN_AIR) {
return true;
}
return false;
}
void boids_precalc_rules(ParticleSettings *part, float cfra)
{
LISTBASE_FOREACH (BoidState *, state, &part->boids->states) {
LISTBASE_FOREACH (BoidRule *, rule, &state->rules) {
if (rule->type == eBoidRuleType_FollowLeader) {
BoidRuleFollowLeader *flbr = (BoidRuleFollowLeader *)rule;
if (flbr->ob && flbr->cfra != cfra) {
/* save object locations for velocity calculations */
copy_v3_v3(flbr->oloc, flbr->loc);
copy_v3_v3(flbr->loc, flbr->ob->object_to_world[3]);
flbr->cfra = cfra;
}
}
}
}
}
static void boid_climb(BoidSettings *boids,
ParticleData *pa,
float *surface_co,
float *surface_nor)
{
BoidParticle *bpa = pa->boid;
float nor[3], vel[3];
copy_v3_v3(nor, surface_nor);
/* gather apparent gravity */
madd_v3_v3fl(bpa->gravity, surface_nor, -1.0f);
normalize_v3(bpa->gravity);
/* raise boid it's size from surface */
mul_v3_fl(nor, pa->size * boids->height);
add_v3_v3v3(pa->state.co, surface_co, nor);
/* remove normal component from velocity */
project_v3_v3v3(vel, pa->state.vel, surface_nor);
sub_v3_v3v3(pa->state.vel, pa->state.vel, vel);
}
static float boid_goal_signed_dist(float *boid_co, float *goal_co, float *goal_nor)
{
float vec[3];
sub_v3_v3v3(vec, boid_co, goal_co);
return dot_v3v3(vec, goal_nor);
}
/* wanted_co is relative to boid location */
static bool apply_boid_rule(
BoidBrainData *bbd, BoidRule *rule, BoidValues *val, ParticleData *pa, float fuzziness)
{
if (rule == nullptr) {
return false;
}
if (!boid_rule_applies(pa, bbd->part->boids, rule)) {
return false;
}
if (!boid_rules[rule->type](rule, bbd, val, pa)) {
return false;
}
if (fuzziness < 0.0f || compare_len_v3v3(bbd->wanted_co,
pa->prev_state.vel,
fuzziness * len_v3(pa->prev_state.vel)) == 0)
{
return true;
}
return false;
}
static BoidState *get_boid_state(BoidSettings *boids, ParticleData *pa)
{
BoidState *state = static_cast<BoidState *>(boids->states.first);
BoidParticle *bpa = pa->boid;
for (; state; state = state->next) {
if (state->id == bpa->data.state_id) {
return state;
}
}
/* for some reason particle isn't at a valid state */
state = static_cast<BoidState *>(boids->states.first);
if (state) {
bpa->data.state_id = state->id;
}
return state;
}
#if 0 /* TODO */
static int boid_condition_is_true(BoidCondition *cond)
{
return 0;
}
#endif
void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
{
BoidRule *rule;
BoidSettings *boids = bbd->part->boids;
BoidValues val;
BoidState *state = get_boid_state(boids, pa);
BoidParticle *bpa = pa->boid;
ParticleSystem *psys = bbd->sim->psys;
int rand;
if (bpa->data.health <= 0.0f) {
pa->alive = PARS_DYING;
pa->dietime = bbd->cfra;
return;
}
/* Planned for near future. */
#if 0
BoidCondition *cond = state->conditions.first;
for (; cond; cond = cond->next) {
if (boid_condition_is_true(cond)) {
pa->boid->state_id = cond->state_id;
state = get_boid_state(boids, pa);
break; /* only first true condition is used */
}
}
#endif
zero_v3(bbd->wanted_co);
bbd->wanted_speed = 0.0f;
/* create random seed for every particle & frame */
rand = int(psys_frand(psys, psys->seed + p) * 1000);
rand = int(psys_frand(psys, int(bbd->cfra) + rand) * 1000);
set_boid_values(&val, bbd->part->boids, pa);
/* go through rules */
switch (state->ruleset_type) {
case eBoidRulesetType_Fuzzy: {
LISTBASE_FOREACH (BoidRule *, rule, &state->rules) {
if (apply_boid_rule(bbd, rule, &val, pa, state->rule_fuzziness)) {
break; /* only first nonzero rule that comes through fuzzy rule is applied */
}
}
break;
}
case eBoidRulesetType_Random: {
/* use random rule for each particle (always same for same particle though) */
const int n = BLI_listbase_count(&state->rules);
if (n) {
rule = static_cast<BoidRule *>(BLI_findlink(&state->rules, rand % n));
apply_boid_rule(bbd, rule, &val, pa, -1.0);
}
break;
}
case eBoidRulesetType_Average: {
float wanted_co[3] = {0.0f, 0.0f, 0.0f}, wanted_speed = 0.0f;
int n = 0;
LISTBASE_FOREACH (BoidRule *, rule, &state->rules) {
if (apply_boid_rule(bbd, rule, &val, pa, -1.0f)) {
add_v3_v3(wanted_co, bbd->wanted_co);
wanted_speed += bbd->wanted_speed;
n++;
zero_v3(bbd->wanted_co);
bbd->wanted_speed = 0.0f;
}
}
if (n > 1) {
mul_v3_fl(wanted_co, 1.0f / float(n));
wanted_speed /= float(n);
}
copy_v3_v3(bbd->wanted_co, wanted_co);
bbd->wanted_speed = wanted_speed;
break;
}
}
/* decide on jumping & liftoff */
if (bpa->data.mode == eBoidMode_OnLand) {
/* Fuzziness makes boids capable of misjudgment. */
float mul = 1.0f + state->rule_fuzziness;
if (boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f) {
float cvel[3], dir[3];
copy_v3_v3(dir, pa->prev_state.ave);
normalize_v2(dir);
copy_v3_v3(cvel, bbd->wanted_co);
normalize_v2(cvel);
if (dot_v2v2(cvel, dir) > 0.95f / mul) {
bpa->data.mode = eBoidMode_Liftoff;
}
}
else if (val.jump_speed > 0.0f) {
float jump_v[3];
int jump = 0;
/* jump to get to a location */
if (bbd->wanted_co[2] > 0.0f) {
float cvel[3], dir[3];
float z_v, ground_v, cur_v;
float len;
copy_v3_v3(dir, pa->prev_state.ave);
normalize_v2(dir);
copy_v3_v3(cvel, bbd->wanted_co);
normalize_v2(cvel);
len = len_v2(pa->prev_state.vel);
/* first of all, are we going in a suitable direction? */
/* or at a suitably slow speed */
if (dot_v2v2(cvel, dir) > 0.95f / mul || len <= state->rule_fuzziness) {
/* try to reach goal at highest point of the parabolic path */
cur_v = len_v2(pa->prev_state.vel);
z_v = safe_sqrtf(-2.0f * bbd->sim->scene->physics_settings.gravity[2] *
bbd->wanted_co[2]);
ground_v = len_v2(bbd->wanted_co) *
safe_sqrtf(-0.5f * bbd->sim->scene->physics_settings.gravity[2] /
bbd->wanted_co[2]);
len = safe_sqrtf((ground_v - cur_v) * (ground_v - cur_v) + z_v * z_v);
if (len < val.jump_speed * mul || bbd->part->boids->options & BOID_ALLOW_FLIGHT) {
jump = 1;
len = MIN2(len, val.jump_speed);
copy_v3_v3(jump_v, dir);
jump_v[2] = z_v;
mul_v3_fl(jump_v, ground_v);
normalize_v3(jump_v);
mul_v3_fl(jump_v, len);
add_v2_v2v2(jump_v, jump_v, pa->prev_state.vel);
}
}
}
/* jump to go faster */
if (jump == 0 && val.jump_speed > val.max_speed && bbd->wanted_speed > val.max_speed) {
/* pass */
}
if (jump) {
copy_v3_v3(pa->prev_state.vel, jump_v);
bpa->data.mode = eBoidMode_Falling;
}
}
}
}
void boid_body(BoidBrainData *bbd, ParticleData *pa)
{
BoidSettings *boids = bbd->part->boids;
BoidParticle *bpa = pa->boid;
BoidValues val;
EffectedPoint epoint;
float acc[3] = {0.0f, 0.0f, 0.0f}, tan_acc[3], nor_acc[3];
float dvec[3], bvec[3];
float new_dir[3], new_speed;
float old_dir[3], old_speed;
float wanted_dir[3];
float q[4], mat[3][3]; /* rotation */
float ground_co[3] = {0.0f, 0.0f, 0.0f}, ground_nor[3] = {0.0f, 0.0f, 1.0f};
float force[3] = {0.0f, 0.0f, 0.0f};
float pa_mass = bbd->part->mass, dtime = bbd->dfra * bbd->timestep;
set_boid_values(&val, boids, pa);
/* make sure there's something in new velocity, location & rotation */
copy_particle_key(&pa->state, &pa->prev_state, 0);
if (bbd->part->flag & PART_SIZEMASS) {
pa_mass *= pa->size;
}
/* if boids can't fly they fall to the ground */
if ((boids->options & BOID_ALLOW_FLIGHT) == 0 &&
ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing) == 0 &&
psys_uses_gravity(bbd->sim))
{
bpa->data.mode = eBoidMode_Falling;
}
if (bpa->data.mode == eBoidMode_Falling) {
/* Falling boids are only effected by gravity. */
acc[2] = bbd->sim->scene->physics_settings.gravity[2];
}
else {
/* figure out acceleration */
float landing_level = 2.0f;
float level = landing_level + 1.0f;
float new_vel[3];
if (bpa->data.mode == eBoidMode_Liftoff) {
bpa->data.mode = eBoidMode_InAir;
bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor);
}
else if (bpa->data.mode == eBoidMode_InAir && boids->options & BOID_ALLOW_LAND) {
/* auto-leveling & landing if close to ground */
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) - 0.5f;
landing_level = -boids->landing_smoothness * pa->prev_state.vel[2] * pa_mass;
if (pa->prev_state.vel[2] < 0.0f) {
if (level < 1.0f) {
bbd->wanted_co[0] = bbd->wanted_co[1] = bbd->wanted_co[2] = 0.0f;
bbd->wanted_speed = 0.0f;
bpa->data.mode = eBoidMode_Falling;
}
else if (level < landing_level) {
bbd->wanted_speed *= (level - 1.0f) / landing_level;
bbd->wanted_co[2] *= (level - 1.0f) / landing_level;
}
}
}
copy_v3_v3(old_dir, pa->prev_state.ave);
new_speed = normalize_v3_v3(wanted_dir, bbd->wanted_co);
/* first check if we have valid direction we want to go towards */
if (new_speed == 0.0f) {
copy_v3_v3(new_dir, old_dir);
}
else {
float old_dir2[2], wanted_dir2[2], nor[3], angle;
copy_v2_v2(old_dir2, old_dir);
normalize_v2(old_dir2);
copy_v2_v2(wanted_dir2, wanted_dir);
normalize_v2(wanted_dir2);
/* choose random direction to turn if wanted velocity */
/* is directly behind regardless of z-coordinate */
if (dot_v2v2(old_dir2, wanted_dir2) < -0.99f) {
wanted_dir[0] = 2.0f * (0.5f - BLI_rng_get_float(bbd->rng));
wanted_dir[1] = 2.0f * (0.5f - BLI_rng_get_float(bbd->rng));
wanted_dir[2] = 2.0f * (0.5f - BLI_rng_get_float(bbd->rng));
normalize_v3(wanted_dir);
}
/* constrain direction with maximum angular velocity */
angle = safe_acosf(dot_v3v3(old_dir, wanted_dir));
angle = min_ff(angle, val.max_ave);
cross_v3_v3v3(nor, old_dir, wanted_dir);
axis_angle_to_quat(q, nor, angle);
copy_v3_v3(new_dir, old_dir);
mul_qt_v3(q, new_dir);
normalize_v3(new_dir);
/* save direction in case resulting velocity too small */
axis_angle_to_quat(q, nor, angle * dtime);
copy_v3_v3(pa->state.ave, old_dir);
mul_qt_v3(q, pa->state.ave);
normalize_v3(pa->state.ave);
}
/* constrain speed with maximum acceleration */
old_speed = len_v3(pa->prev_state.vel);
if (bbd->wanted_speed < old_speed) {
new_speed = MAX2(bbd->wanted_speed, old_speed - val.max_acc);
}
else {
new_speed = std::min(bbd->wanted_speed, old_speed + val.max_acc);
}
/* combine direction and speed */
copy_v3_v3(new_vel, new_dir);
mul_v3_fl(new_vel, new_speed);
/* maintain minimum flying velocity if not landing */
if (level >= landing_level) {
float len2 = dot_v2v2(new_vel, new_vel);
float root;
len2 = std::max(len2, val.min_speed * val.min_speed);
root = safe_sqrtf(new_speed * new_speed - len2);
new_vel[2] = new_vel[2] < 0.0f ? -root : root;
normalize_v2(new_vel);
mul_v2_fl(new_vel, safe_sqrtf(len2));
}
/* finally constrain speed to max speed */
new_speed = normalize_v3(new_vel);
mul_v3_fl(new_vel, MIN2(new_speed, val.max_speed));
/* get acceleration from difference of velocities */
sub_v3_v3v3(acc, new_vel, pa->prev_state.vel);
/* break acceleration to components */
project_v3_v3v3(tan_acc, acc, pa->prev_state.ave);
sub_v3_v3v3(nor_acc, acc, tan_acc);
}
/* account for effectors */
pd_point_from_particle(bbd->sim, pa, &pa->state, &epoint);
BKE_effectors_apply(bbd->sim->psys->effectors,
bbd->sim->colliders,
bbd->part->effector_weights,
&epoint,
force,
nullptr,
nullptr);
if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) {
float length = normalize_v3(force);
length = std::max(0.0f, length - boids->land_stick_force);
mul_v3_fl(force, length);
}
add_v3_v3(acc, force);
/* store smoothed acceleration for nice banking etc. */
madd_v3_v3fl(bpa->data.acc, acc, dtime);
mul_v3_fl(bpa->data.acc, 1.0f / (1.0f + dtime));
/* integrate new location & velocity */
/* by regarding the acceleration as a force at this stage we
* can get better control although it's a bit unphysical */
mul_v3_fl(acc, 1.0f / pa_mass);
copy_v3_v3(dvec, acc);
mul_v3_fl(dvec, dtime * dtime * 0.5f);
copy_v3_v3(bvec, pa->prev_state.vel);
mul_v3_fl(bvec, dtime);
add_v3_v3(dvec, bvec);
add_v3_v3(pa->state.co, dvec);
madd_v3_v3fl(pa->state.vel, acc, dtime);
// 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];
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) {
project_v3_v3v3(dvec, bpa->data.acc, pa->state.vel);
sub_v3_v3v3(dvec, bpa->data.acc, dvec);
}
else {
copy_v3_v3(dvec, bpa->data.acc);
}
/* gather apparent gravity */
madd_v3_v3v3fl(bpa->gravity, grav, dvec, -boids->banking);
normalize_v3(bpa->gravity);
/* stick boid on goal when close enough */
if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <=
pa->size * boids->height)
{
bpa->data.mode = eBoidMode_Climbing;
bpa->ground = bbd->goal_ob;
boid_find_ground(bbd, pa, ground_co, ground_nor);
boid_climb(boids, pa, ground_co, ground_nor);
}
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 if (bpa->ground) {
pa->state.co[2] = ground_co[2] + pa->size * boids->height;
pa->state.vel[2] = 0.0f;
}
}
break;
}
case eBoidMode_Falling: {
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 */
madd_v3_v3fl(bpa->gravity, grav, dtime);
normalize_v3(bpa->gravity);
if (boids->options & BOID_ALLOW_LAND) {
/* stick boid on goal when close enough */
if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <=
pa->size * boids->height)
{
bpa->data.mode = eBoidMode_Climbing;
bpa->ground = bbd->goal_ob;
boid_find_ground(bbd, pa, ground_co, ground_nor);
boid_climb(boids, pa, ground_co, ground_nor);
}
/* land boid when really near ground */
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;
}
/* if we're falling, can fly and want to go upwards lets fly */
else if (boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f) {
bpa->data.mode = eBoidMode_InAir;
}
}
else {
bpa->data.mode = eBoidMode_InAir;
}
break;
}
case eBoidMode_Climbing: {
boid_climb(boids, pa, ground_co, ground_nor);
#if 0
float nor[3];
copy_v3_v3(nor, ground_nor);
/* Gather apparent gravity to r_ve. */
madd_v3_v3fl(pa->r_ve, ground_nor, -1.0);
normalize_v3(pa->r_ve);
/* Raise boid it's size from surface. */
mul_v3_fl(nor, pa->size * boids->height);
add_v3_v3v3(pa->state.co, ground_co, nor);
/* Remove normal component from velocity. */
project_v3_v3v3(v, pa->state.vel, ground_nor);
sub_v3_v3v3(pa->state.vel, pa->state.vel, v);
#endif
break;
}
case eBoidMode_OnLand: {
/* stick boid on goal when close enough */
if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <=
pa->size * boids->height)
{
bpa->data.mode = eBoidMode_Climbing;
bpa->ground = bbd->goal_ob;
boid_find_ground(bbd, pa, ground_co, ground_nor);
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] > 1.1f * pa->size * boids->height) {
bpa->data.mode = eBoidMode_Falling;
}
else {
/* constrain to surface */
pa->state.co[2] = ground_co[2] + pa->size * boids->height;
pa->state.vel[2] = 0.0f;
}
if (boids->banking > 0.0f) {
float grav[3];
/* Don't take gravity's strength in to account, */
/* otherwise amount of banking is hard to control. */
negate_v3_v3(grav, ground_nor);
project_v3_v3v3(dvec, bpa->data.acc, pa->state.vel);
sub_v3_v3v3(dvec, bpa->data.acc, dvec);
/* gather apparent gravity */
madd_v3_v3v3fl(bpa->gravity, grav, dvec, -boids->banking);
normalize_v3(bpa->gravity);
}
else {
/* gather negative surface normal */
madd_v3_v3fl(bpa->gravity, ground_nor, -1.0f);
normalize_v3(bpa->gravity);
}
break;
}
}
/* 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) > 0.1f * pa->size) {
copy_v3_v3(pa->state.ave, pa->state.vel);
pa->state.ave[2] *= bbd->part->boids->pitch;
normalize_v3(pa->state.ave);
}
/* apply damping */
if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) {
mul_v3_fl(pa->state.vel, 1.0f - 0.2f * bbd->part->dampfac);
}
/* calculate rotation matrix based on forward & down vectors */
if (bpa->data.mode == eBoidMode_InAir) {
copy_v3_v3(mat[0], pa->state.ave);
project_v3_v3v3(dvec, bpa->gravity, pa->state.ave);
sub_v3_v3v3(mat[2], bpa->gravity, dvec);
normalize_v3(mat[2]);
}
else {
project_v3_v3v3(dvec, pa->state.ave, bpa->gravity);
sub_v3_v3v3(mat[0], pa->state.ave, dvec);
normalize_v3(mat[0]);
copy_v3_v3(mat[2], bpa->gravity);
}
negate_v3(mat[2]);
cross_v3_v3v3(mat[1], mat[2], mat[0]);
/* apply rotation */
mat3_to_quat_legacy(q, mat);
copy_qt_qt(pa->state.rot, q);
}
BoidRule *boid_new_rule(int type)
{
BoidRule *rule = nullptr;
if (type <= 0) {
return nullptr;
}
switch (type) {
case eBoidRuleType_Goal:
case eBoidRuleType_Avoid:
rule = static_cast<BoidRule *>(MEM_callocN(sizeof(BoidRuleGoalAvoid), "BoidRuleGoalAvoid"));
break;
case eBoidRuleType_AvoidCollision:
rule = static_cast<BoidRule *>(
MEM_callocN(sizeof(BoidRuleAvoidCollision), "BoidRuleAvoidCollision"));
((BoidRuleAvoidCollision *)rule)->look_ahead = 2.0f;
break;
case eBoidRuleType_FollowLeader:
rule = static_cast<BoidRule *>(
MEM_callocN(sizeof(BoidRuleFollowLeader), "BoidRuleFollowLeader"));
((BoidRuleFollowLeader *)rule)->distance = 1.0f;
break;
case eBoidRuleType_AverageSpeed:
rule = static_cast<BoidRule *>(
MEM_callocN(sizeof(BoidRuleAverageSpeed), "BoidRuleAverageSpeed"));
((BoidRuleAverageSpeed *)rule)->speed = 0.5f;
break;
case eBoidRuleType_Fight:
rule = static_cast<BoidRule *>(MEM_callocN(sizeof(BoidRuleFight), "BoidRuleFight"));
((BoidRuleFight *)rule)->distance = 100.0f;
((BoidRuleFight *)rule)->flee_distance = 100.0f;
break;
default:
rule = static_cast<BoidRule *>(MEM_callocN(sizeof(BoidRule), "BoidRule"));
break;
}
rule->type = type;
rule->flag |= BOIDRULE_IN_AIR | BOIDRULE_ON_LAND;
STRNCPY_UTF8(rule->name, DATA_(rna_enum_boidrule_type_items[type - 1].name));
return rule;
}
void boid_default_settings(BoidSettings *boids)
{
boids->air_max_speed = 10.0f;
boids->air_max_acc = 0.5f;
boids->air_max_ave = 0.5f;
boids->air_personal_space = 1.0f;
boids->land_max_speed = 5.0f;
boids->land_max_acc = 0.5f;
boids->land_max_ave = 0.5f;
boids->land_personal_space = 1.0f;
boids->options = BOID_ALLOW_FLIGHT;
boids->landing_smoothness = 3.0f;
boids->banking = 1.0f;
boids->pitch = 1.0f;
boids->height = 1.0f;
boids->health = 1.0f;
boids->accuracy = 1.0f;
boids->aggression = 2.0f;
boids->range = 1.0f;
boids->strength = 0.1f;
}
BoidState *boid_new_state(BoidSettings *boids)
{
BoidState *state = static_cast<BoidState *>(MEM_callocN(sizeof(BoidState), "BoidState"));
state->id = boids->last_state_id++;
if (state->id) {
SNPRINTF(state->name, "State %i", state->id);
}
else {
STRNCPY(state->name, "State");
}
state->rule_fuzziness = 0.5;
state->volume = 1.0f;
state->channels |= ~0;
return state;
}
BoidState *boid_duplicate_state(BoidSettings *boids, BoidState *state)
{
BoidState *staten = static_cast<BoidState *>(MEM_dupallocN(state));
BLI_duplicatelist(&staten->rules, &state->rules);
BLI_duplicatelist(&staten->conditions, &state->conditions);
BLI_duplicatelist(&staten->actions, &state->actions);
staten->id = boids->last_state_id++;
return staten;
}
void boid_free_settings(BoidSettings *boids)
{
if (boids) {
BoidState *state = static_cast<BoidState *>(boids->states.first);
for (; state; state = state->next) {
BLI_freelistN(&state->rules);
BLI_freelistN(&state->conditions);
BLI_freelistN(&state->actions);
}
BLI_freelistN(&boids->states);
MEM_freeN(boids);
}
}
BoidSettings *boid_copy_settings(const BoidSettings *boids)
{
BoidSettings *nboids = nullptr;
if (boids) {
BoidState *state;
BoidState *nstate;
nboids = static_cast<BoidSettings *>(MEM_dupallocN(boids));
BLI_duplicatelist(&nboids->states, &boids->states);
state = static_cast<BoidState *>(boids->states.first);
nstate = static_cast<BoidState *>(nboids->states.first);
for (; state; state = state->next, nstate = nstate->next) {
BLI_duplicatelist(&nstate->rules, &state->rules);
BLI_duplicatelist(&nstate->conditions, &state->conditions);
BLI_duplicatelist(&nstate->actions, &state->actions);
}
}
return nboids;
}
BoidState *boid_get_current_state(BoidSettings *boids)
{
BoidState *state = static_cast<BoidState *>(boids->states.first);
for (; state; state = state->next) {
if (state->flag & BOIDSTATE_CURRENT) {
break;
}
}
return state;
}