v4k-git-backup/engine/split/v4k_ai.h

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typedef enum SWARM_DISTANCE {
SWARM_DISTANCE_LINEAR,
SWARM_DISTANCE_INVERSE_LINEAR,
SWARM_DISTANCE_QUADRATIC,
SWARM_DISTANCE_INVERSE_QUADRATIC
} SWARM_DISTANCE;
#define boid(...) C_CAST(boid_t, __VA_ARGS__)
typedef struct boid_t {
vec3 position;
vec3 velocity;
vec3 acceleration;
vec3 prev_position;
} boid_t;
typedef struct swarm_t {
array(boid_t) boids;
float perception_radius; // determines the vision radius of each boid. Only boids within this distance influence each other.
float separation_weight; // how much boids repel each other
SWARM_DISTANCE separation_type;
float alignment_weight; // how much boids want go in the same direction
float cohesion_weight; // how much boids want to be in the center of the swarm
float steering_weight;
array(vec3) steering_targets;
SWARM_DISTANCE steering_target_type;
float blindspot_angledeg;
float max_acceleration; // how fast each boid can change its direction
float max_velocity; // how fast each boid can move
// private:
map(vec3*, array(boid_t*)) voxel_cache_;
float blindspot_angledeg_compare_value_;
} swarm_t;
API swarm_t swarm();
API void swarm_update(swarm_t *self, float delta); // acc,vel,pos
API void swarm_update_acceleration_only(swarm_t *self); // acc
API void swarm_update_acceleration_and_velocity_only(swarm_t *self, float delta); // acc,vel
API int ui_swarm(swarm_t *self);
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// pathfinding -----------------------------------------------------------------
API int pathfind_astar(int width, int height, const unsigned* map, vec2i src, vec2i dst, vec2i* path, size_t maxpath);