tornavis/source/blender/makesdna/DNA_boid_types.h

226 lines
6.4 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 by Janne Karhu.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file DNA_boid_types.h
* \ingroup DNA
*/
#ifndef __DNA_BOID_TYPES_H__
#define __DNA_BOID_TYPES_H__
#include "DNA_listBase.h"
typedef enum BoidRuleType {
eBoidRuleType_None = 0,
eBoidRuleType_Goal = 1, /* go to goal assigned object or loudest assigned signal source */
eBoidRuleType_Avoid = 2, /* get away from assigned object or loudest assigned signal source */
eBoidRuleType_AvoidCollision = 3, /* manoeuver to avoid collisions with other boids and deflector object in near future */
eBoidRuleType_Separate = 4, /* keep from going through other boids */
eBoidRuleType_Flock = 5, /* move to center of neighbors and match their velocity */
eBoidRuleType_FollowLeader = 6, /* follow a boid or assigned object */
eBoidRuleType_AverageSpeed = 7, /* maintain speed, flight level or wander*/
eBoidRuleType_Fight = 8, /* go to closest enemy and attack when in range */
//eBoidRuleType_Protect = 9, /* go to enemy closest to target and attack when in range */
//eBoidRuleType_Hide = 10, /* find a deflector move to it's other side from closest enemy */
//eBoidRuleType_FollowPath = 11, /* move along a assigned curve or closest curve in a group */
//eBoidRuleType_FollowWall = 12, /* move next to a deflector object's in direction of it's tangent */
NUM_BOID_RULE_TYPES
} BoidRuleType;
/* boidrule->flag */
#define BOIDRULE_CURRENT 1
#define BOIDRULE_IN_AIR 4
#define BOIDRULE_ON_LAND 8
typedef struct BoidRule {
struct BoidRule *next, *prev;
int type, flag;
char name[32];
} BoidRule;
#define BRULE_GOAL_AVOID_PREDICT 1
#define BRULE_GOAL_AVOID_ARRIVE 2
#define BRULE_GOAL_AVOID_SIGNAL 4
typedef struct BoidRuleGoalAvoid {
BoidRule rule;
struct Object *ob;
int options;
float fear_factor;
/* signals */
int signal_id, channels;
} BoidRuleGoalAvoid;
#define BRULE_ACOLL_WITH_BOIDS 1
#define BRULE_ACOLL_WITH_DEFLECTORS 2
typedef struct BoidRuleAvoidCollision {
BoidRule rule;
int options;
float look_ahead;
} BoidRuleAvoidCollision;
#define BRULE_LEADER_IN_LINE 1
typedef struct BoidRuleFollowLeader {
BoidRule rule;
struct Object *ob;
float loc[3], oloc[3];
float cfra, distance;
int options, queue_size;
} BoidRuleFollowLeader;
typedef struct BoidRuleAverageSpeed {
BoidRule rule;
float wander, level, speed, rt;
} BoidRuleAverageSpeed;
typedef struct BoidRuleFight {
BoidRule rule;
float distance, flee_distance;
} BoidRuleFight;
typedef enum BoidMode {
eBoidMode_InAir = 0,
eBoidMode_OnLand = 1,
eBoidMode_Climbing = 2,
eBoidMode_Falling = 3,
eBoidMode_Liftoff = 4,
NUM_BOID_MODES
} BoidMode;
typedef struct BoidData {
float health, acc[3];
short state_id, mode;
} BoidData;
// planned for near future
//typedef enum BoidConditionMode {
// eBoidConditionType_Then = 0,
// eBoidConditionType_And = 1,
// eBoidConditionType_Or = 2,
// NUM_BOID_CONDITION_MODES
//} BoidConditionMode;
//typedef enum BoidConditionType {
// eBoidConditionType_None = 0,
// eBoidConditionType_Signal = 1,
// eBoidConditionType_NoSignal = 2,
// eBoidConditionType_HealthBelow = 3,
// eBoidConditionType_HealthAbove = 4,
// eBoidConditionType_See = 5,
// eBoidConditionType_NotSee = 6,
// eBoidConditionType_StateTime = 7,
// eBoidConditionType_Touching = 8,
// NUM_BOID_CONDITION_TYPES
//} BoidConditionType;
//typedef struct BoidCondition {
// struct BoidCondition *next, *prev;
// int state_id;
// short type, mode;
// float threshold, probability;
//
// /* signals */
// int signal_id, channels;
//} BoidCondition;
typedef enum BoidRulesetType {
eBoidRulesetType_Fuzzy = 0,
eBoidRulesetType_Random = 1,
eBoidRulesetType_Average = 2,
NUM_BOID_RULESET_TYPES
} BoidRulesetType;
#define BOIDSTATE_CURRENT 1
typedef struct BoidState {
struct BoidState *next, *prev;
ListBase rules;
ListBase conditions;
ListBase actions;
char name[32];
int id, flag;
/* rules */
int ruleset_type;
float rule_fuzziness;
/* signal */
int signal_id, channels;
float volume, falloff;
} BoidState;
// planned for near future
//typedef struct BoidSignal {
// struct BoidSignal *next, *prev;
// float loc[3];
// float volume, falloff;
// int id;
//} BoidSignal;
//typedef struct BoidSignalDefine {
// struct BoidSignalDefine *next, *prev;
// int id, rt;
// char name[32];
//} BoidSignalDefine;
//typedef struct BoidSimulationData {
// ListBase signal_defines;/* list of defined signals */
// ListBase signals[20]; /* gathers signals from all channels */
// struct KDTree *signaltrees[20];
// char channel_names[20][32];
// int last_signal_id; /* used for incrementing signal ids */
// int flag; /* switches for drawing stuff */
//} BoidSimulationData;
typedef struct BoidSettings {
int options, last_state_id;
float landing_smoothness, height;
float banking, pitch;
float health, aggression;
float strength, accuracy, range;
/* flying related */
float air_min_speed, air_max_speed;
float air_max_acc, air_max_ave;
float air_personal_space;
/* walk/run related */
float land_jump_speed, land_max_speed;
float land_max_acc, land_max_ave;
float land_personal_space;
float land_stick_force;
struct ListBase states;
} BoidSettings;
/* boidsettings->options */
#define BOID_ALLOW_FLIGHT 1
#define BOID_ALLOW_LAND 2
#define BOID_ALLOW_CLIMB 4
/* boidrule->options */
//#define BOID_RULE_FOLLOW_LINE 1 /* follow leader */
//#define BOID_RULE_PREDICT 2 /* goal/avoid */
//#define BOID_RULE_ARRIVAL 4 /* goal */
//#define BOID_RULE_LAND 8 /* goal */
//#define BOID_RULE_WITH_BOIDS 16 /* avoid collision */
//#define BOID_RULE_WITH_DEFLECTORS 32 /* avoid collision */
#endif