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- //-----------------------------------------------------------------------------
- // File: Flock.cpp
- //
- // Desc:
- //
- // Copyright (c) 1995-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #include <D3DX8.h>
- #include <stdio.h>
- #include "DXUtil.h"
- #include "boids.h"
- #include "music.h"
-
- const float g_fInfluenceRadius = 10.0f; // outside of this range forces are considered to be 0
-
- const float CollisionFraction = 0.8f;
- const float InvCollisionFraction = 1.0f/(1.0f-CollisionFraction);
-
- const float g_fNormalSpeed = 0.1f;
- const float AngleTweak = 0.02f;
- const float g_fPitchToSpeedRatio = 0.002f;
-
- // More arbitray constants that look cool
- const float fSeparationScale = 0.05f;
- const float fAlignmentScale = 0.1f;
- const float fCohesionScale = 1.0f;
- const float fMigratoryScale = 0.4f;
- const float fObstacleScale = 1.0f;
-
-
-
-
- //-----------------------------------------------------------------------------
- // Effects
- //-----------------------------------------------------------------------------
- extern BoidMusic g_Music;
- extern BOOL g_bSeparation;
- extern BOOL g_bAlignment;
- extern BOOL g_bCohesion;
- extern BOOL g_bMigratory;
- extern BOOL g_bObstacle;
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- VOID CFlock::Update( FLOAT fElapsedTime )
- {
- DWORD i, j;
- static DWORD lastobj = 0xffffffff;
-
- // First, update the dist array 0.0..1.0 with 0.0 being furthest away
- for( i=0; i<m_dwNumBoids; i++ )
- {
- for( j=i+1; j<m_dwNumBoids; j++ )
- {
- D3DXVECTOR3 vDiff = m_Boids[i].vPos - m_Boids[j].vPos;
- FLOAT fDist = D3DXVec3Length( &vDiff );
- m_afDist[i][j] = m_afDist[j][i] = fDist;
- }
- m_afDist[i][i] = 0.0f;
-
- // Reset boid forces
- m_Boids[i].vSeparationForce = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- m_Boids[i].vAlignmentForce = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- m_Boids[i].vCohesionForce = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- m_Boids[i].vMigratoryForce = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- m_Boids[i].vObstacleForce = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- m_Boids[i].dwNumNeighbors = 0;
- }
-
- // For each boid calculate the individual forces affecting it
- for( i=0; i<m_dwNumBoids; i++ )
- {
- // Add in effects from other boids
- for( j=i+1; j<m_dwNumBoids; j++ )
- {
- D3DXVECTOR3 vDiff = m_Boids[i].vPos - m_Boids[j].vPos;
- FLOAT fDist = D3DXVec3Length( &vDiff );
-
- // if i is near j have them influence each other
- if( fDist < g_fInfluenceRadius )
- {
- // Sum seperation force
- m_Boids[i].vSeparationForce += vDiff/(fDist*fDist);
- m_Boids[j].vSeparationForce -= vDiff/(fDist*fDist);
-
- // sum alignment force (actually summing the directions of the neighbors)
- m_Boids[i].vAlignmentForce += m_Boids[j].vDir / fDist;
- m_Boids[j].vAlignmentForce += m_Boids[i].vDir / fDist;
-
- // sum cohesion force (actually we're summing neighbor locations)
- m_Boids[i].vCohesionForce += m_Boids[j].vPos;
- m_Boids[j].vCohesionForce += m_Boids[i].vPos;
-
- m_Boids[i].dwNumNeighbors++;
- m_Boids[j].dwNumNeighbors++;
- }
- }
-
- // Add in any obstacle forces
- for( j=0; j<m_dwNumObstacles; j++ )
- {
- D3DXVECTOR3 vDiff = m_Boids[i].vPos - m_Obstacles[j].vPos;
- FLOAT fObRadius = m_Obstacles[j].fRadius * 1.5f;
-
- // Ignore object if already past
- if( D3DXVec3Dot( &vDiff, &m_Boids[i].vDir ) > 0.0f )
- continue;
-
- FLOAT fDist = D3DXVec3Length( &vDiff ) - fObRadius;
-
- if( fDist < g_fInfluenceRadius )
- {
- if( ( lastobj != j ) && ( fDist < 5.0f ) )
- {
- lastobj = j;
- g_Music.Transition();
- }
- vDiff /= fDist; // normalize
-
- fDist -= fObRadius;
- if( fDist < 0.01f )
- fDist = 0.01f;
-
- m_Boids[i].vObstacleForce += vDiff;
- }
- }
-
- // Find cohesion force
- if( m_Boids[i].dwNumNeighbors )
- {
- m_Boids[i].vCohesionForce /= (FLOAT)m_Boids[i].dwNumNeighbors; // Find average location of neighbors
- D3DXVECTOR3 vDiff = m_Boids[i].vCohesionForce - m_Boids[i].vPos; // Find delta to center of flock
- FLOAT fMag = D3DXVec3Length( &vDiff );
-
- if( fMag > 0.0f)
- m_Boids[i].vCohesionForce = vDiff/fMag; // normalized
- else
- m_Boids[i].vCohesionForce = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
- }
-
- // Find the alignment force
- if( m_Boids[i].dwNumNeighbors != 0 )
- {
- m_Boids[i].vAlignmentForce /= (FLOAT)m_Boids[i].dwNumNeighbors;
- FLOAT fMag = D3DXVec3Length( &m_Boids[i].vAlignmentForce );
-
- if( fMag > 0.0f )
- {
- m_Boids[i].vAlignmentForce /= fMag; // normalize
-
- D3DXVECTOR3 vDiff = m_Boids[i].vAlignmentForce - m_Boids[i].vDir;
-
- m_Boids[i].vAlignmentForce = vDiff / fMag;
- }
- }
-
- // Finally, the migratory force
- m_Boids[i].vMigratoryForce = m_vGoal - m_Boids[i].vPos;
- D3DXVec3Normalize( &m_Boids[i].vMigratoryForce, &m_Boids[i].vMigratoryForce );
- }
-
- // Update the boids
- for( i=0; i<m_dwNumBoids; i++ )
- {
- // Sum all the forces
- D3DXVECTOR3 vForce( 0.0f, 0.0f, 0.0f );
- if( !g_bObstacle ) vForce += m_Boids[i].vObstacleForce;
- if( !g_bSeparation ) vForce += m_Boids[i].vSeparationForce;
- if( !g_bAlignment ) vForce += m_Boids[i].vAlignmentForce * fAlignmentScale;
- if( !g_bCohesion ) vForce += m_Boids[i].vCohesionForce;
- if( !g_bMigratory ) vForce += m_Boids[i].vMigratoryForce;
-
- // Ok, now we have a final force to apply to the boid.
- // Normalize it if too big.
- FLOAT mag = D3DXVec3Length( &vForce );
- if( mag > 1.0f )
- vForce /= mag;
-
- // first deal with pitch changes
- if( vForce.y > 0.01f )
- { // we're too low
- m_Boids[i].pitch += AngleTweak;
- if (m_Boids[i].pitch > 0.8f)
- m_Boids[i].pitch = 0.8f;
- }
- else if( vForce.y < -0.01f )
- { // we're too high
- m_Boids[i].pitch -= AngleTweak;
- if (m_Boids[i].pitch < -0.8f)
- m_Boids[i].pitch = -0.8f;
- }
- else
- {
- // add damping
- m_Boids[i].pitch *= 0.98f;
- }
-
- // speed up or slow down depending on angle of attack
- m_Boids[i].speed -= m_Boids[i].pitch * g_fPitchToSpeedRatio;
- // damp back to normal
- m_Boids[i].speed = (m_Boids[i].speed-g_fNormalSpeed)*0.99f + g_fNormalSpeed;
-
- // limit speed changes to +- 50% from normal
- if( m_Boids[i].speed < g_fNormalSpeed/2 )
- m_Boids[i].speed = g_fNormalSpeed/2;
- if( m_Boids[i].speed > g_fNormalSpeed*5 )
- m_Boids[i].speed = g_fNormalSpeed*5;
-
- // now figure out yaw changes
- D3DXVECTOR3 vOffset = vForce;
- vOffset.y = 0.0f;
- D3DXVECTOR3 vDelta = m_Boids[i].vDir;
-
- if( D3DXVec3Length( &vOffset ) > 0.0f )
- D3DXVec3Normalize( &vOffset, &vOffset );
-
- float dot = D3DXVec3Dot( &vOffset, &vDelta );
- // speed up slightly if not turning much
- if (dot > 0.7f)
- {
- dot -= 0.7f;
- m_Boids[i].speed += dot * 0.005f;
- }
- D3DXVec3Cross( &vOffset, &vOffset, &vDelta );
- // D3DXVec3Cross( &vOffset, &vDelta, &vOffset );
- dot = (1.0f-dot)/2.0f * 0.07f;
- if( vOffset.y > 0.05f )
- {
- m_Boids[i].dyaw = (m_Boids[i].dyaw*19.0f + dot) * 0.05f;
- }
- else if( vOffset.y < -0.05f )
- {
- m_Boids[i].dyaw = (m_Boids[i].dyaw*19.0f - dot) * 0.05f;
- }
- else
- {
- m_Boids[i].dyaw *= 0.98f; // damp it
- }
- m_Boids[i].yaw += m_Boids[i].dyaw;
- m_Boids[i].roll = -m_Boids[i].dyaw * 20.0f;
-
- // Take new info and create a new world matrix
- // First translate into place, then set orientation, then scale (if needed)
- D3DXMATRIX matTrans, matRotateX, matRotateY, matRotateZ, matTemp1, matTemp2;
- D3DXMatrixTranslation( &matTrans, m_Boids[i].vPos.x, m_Boids[i].vPos.y, m_Boids[i].vPos.z );
- D3DXMatrixRotationX( &matRotateX, -m_Boids[i].pitch );
- D3DXMatrixRotationY( &matRotateY, -m_Boids[i].yaw );
- D3DXMatrixRotationZ( &matRotateZ, -m_Boids[i].roll );
- D3DXMatrixMultiply( &matTemp1, &matRotateX, &matRotateY );
- D3DXMatrixMultiply( &matTemp2, &matRotateZ, &matTemp1 );
- D3DXMatrixMultiply( &m_Boids[i].matWorld, &matTemp2, &matTrans );
-
- // Now extract the boid's direction out of the matrix
- m_Boids[i].vDir.x = m_Boids[i].matWorld._31;
- m_Boids[i].vDir.y = m_Boids[i].matWorld._32;
- m_Boids[i].vDir.z = m_Boids[i].matWorld._33;
-
- // And update the boid's location
- m_Boids[i].vPos += m_Boids[i].vDir * m_Boids[i].speed * 100 * fElapsedTime;
- }
- }
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