FLOCK.CPP

/* 
**-----------------------------------------------------------------------------
**File:flock.cpp
**Purpose:-- where the boids are
**Notes:
**
** Copyright (c) 1995 - 1997 by Microsoft, all rights reserved.
**-----------------------------------------------------------------------------
*/

/*
**-----------------------------------------------------------------------------
** Include Files
**-----------------------------------------------------------------------------
*/

#include "Common.h"
#include "Debug.h"
#include "d3dutils.h"
#include "boids.h"



/*
**-----------------------------------------------------------------------------
** Constants
**-----------------------------------------------------------------------------
*/

const float InfluenceRadius = 20.0f;
const float InfluenceRadiusSquared = InfluenceRadius * InfluenceRadius;
const float CollisionFraction = 0.8f;
const float InvCollisionFraction = 1.0f/(1.0f-CollisionFraction);

const float NormalSpeed = 0.1f;
const floatAngleTweak = 0.02f;
const float PitchToSpeedRatio = 0.002f;



/*
**-----------------------------------------------------------------------------
** Functions
**-----------------------------------------------------------------------------
*/

/*
**-----------------------------------------------------------------------------
** Name:UpdateFlock
** Purpose:Update posiiton of each boid in flock
**-----------------------------------------------------------------------------
*/

void
UpdateFlock (Flock flock)
{
inti, j;
floatdist;

// first update the dist array 0.0..1.0 with 0.0 being furthest away
for (i=0; i<flock.num_boids; i++) {
for (j=i+1; j<flock.num_boids; j++) {
dist = SquareMagnitude(flock.boids[i].loc - flock.boids[j].loc);
dist = InfluenceRadiusSquared - dist;
if (dist < 0.0f) {
dist = 0.0f;
} else {
dist /= InfluenceRadiusSquared;
}
flock.dist[i][j] = flock.dist[j][i] = dist;
}
flock.dist[i][i] = 0.0f;
flock.boids[i].delta_dir = D3DVECTOR(0.0f);
flock.boids[i].delta_pos = D3DVECTOR(0.0f);
flock.boids[i].delta_cnt = 0;
}

for (i=0; i<flock.num_boids; i++) {
for (j=i+1; j<flock.num_boids; j++) {
// if i is near j have them influence each other
if (flock.dist[i][j] > 0.0) {
D3DVECTORdiff = Normalize(flock.boids[i].loc - flock.boids[j].loc);
D3DVECTORdelta;
floatcol = 0.0f;// collision weighting

// only do collision testing against the nearest ones
if (flock.dist[i][j] - CollisionFraction > 0.0f) {
col = (flock.dist[i][j] - CollisionFraction) * InvCollisionFraction;
}

// add in a little flock centering
if (flock.dist[i][j] - (1.0-CollisionFraction) > 0.0f) {
col -= flock.dist[i][j] * (1.0f-col);
}

delta = col * diff;

// add in the collision avoidance
flock.boids[i].delta_pos += delta;
flock.boids[j].delta_pos -= delta;

// add in the velocity influences
flock.boids[i].delta_dir += flock.boids[j].dir * flock.dist[i][j];
flock.boids[j].delta_dir += flock.boids[i].dir * flock.dist[i][j];
flock.boids[i].delta_cnt++;
flock.boids[j].delta_cnt++;
}
}
}

// update the boids
for (i=0; i<flock.num_boids; i++) {
if (flock.boids[i].delta_cnt) {
flock.boids[i].delta_dir /= (float)flock.boids[i].delta_cnt;
flock.boids[i].delta_dir -= flock.boids[i].dir;
flock.boids[i].delta_dir *= 1.5f;
}
D3DVECTORdelta = flock.boids[i].delta_dir + flock.boids[i].delta_pos; // + 0.1f * D3DVECTOR(rnd()-rnd(), rnd()-rnd(), rnd()-rnd());
D3DVECTORoffset;

//delta = Normalize(delta);

// add in the influence of the global goal
D3DVECTORgoal = 0.5f * Normalize(flock.goal-flock.boids[i].loc);
delta += goal;

// add in any obstacles
for (j=0; j<flock.num_obs; j++) {
D3DVECTORob = flock.boids[i].loc - flock.obs[j].loc;
floatradius = flock.obs[j].radius;
floatdist = Magnitude(ob);

if (dist > 2*radius)
continue;

ob /= dist;// normalize
dist = 1.0f - dist/(2.0f*radius);
delta += dist * ob * 5.0f;
}

// first deal with pitch changes
if (delta.y > 0.01) {// we're too low
flock.boids[i].pitch += AngleTweak;
if (flock.boids[i].pitch > 0.8f)
flock.boids[i].pitch = 0.8f;
} else if (delta.y < -0.01) {// we're too high
flock.boids[i].pitch -= AngleTweak;
if (flock.boids[i].pitch < -0.8f)
flock.boids[i].pitch = -0.8f;
} else {
// add damping
flock.boids[i].pitch *= 0.98f;
}

// speed up or slow down depending on angle of attack
flock.boids[i].speed -= flock.boids[i].pitch * PitchToSpeedRatio;
// damp back to normal
flock.boids[i].speed = (flock.boids[i].speed-NormalSpeed)*0.99f + NormalSpeed;

if (flock.boids[i].speed < NormalSpeed/2) {
flock.boids[i].speed = NormalSpeed/2;
}
if (flock.boids[i].speed > NormalSpeed*5) {
flock.boids[i].speed = NormalSpeed*5;
}

// now figure out yaw changes
offset = delta;
offset.y = 0.0f;
delta = flock.boids[i].dir;
offset = Normalize(offset);
floatdot = DotProduct(offset, delta);
// speed up slightly if not turning much
if (dot > 0.7f) {
dot -= 0.7f;
flock.boids[i].speed += dot * 0.005f;
}
offset = CrossProduct(offset, delta);
dot = (1.0f-dot)/2.0f * 0.07f;
if (offset.y > 0.05f) {
flock.boids[i].dyaw = (flock.boids[i].dyaw*19.0f + dot) * 0.05f;
} else if (offset.y < -0.05f) {
flock.boids[i].dyaw = (flock.boids[i].dyaw*19.0f - dot) * 0.05f;
} else {
flock.boids[i].dyaw *= 0.98f;// damp it
}
flock.boids[i].yaw += flock.boids[i].dyaw;
flock.boids[i].roll = -flock.boids[i].dyaw * 20.0f;


}

}// end of UpdateFlock()


/*
**-----------------------------------------------------------------------------
** End of File
**-----------------------------------------------------------------------------
*/