2023-07-30 19:18:50 +00:00
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typedef enum SWARM_DISTANCE {
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SWARM_DISTANCE_LINEAR,
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SWARM_DISTANCE_INVERSE_LINEAR,
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SWARM_DISTANCE_QUADRATIC,
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SWARM_DISTANCE_INVERSE_QUADRATIC
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} SWARM_DISTANCE;
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#define boid(...) C_CAST(boid_t, __VA_ARGS__)
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typedef struct boid_t {
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vec3 position;
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vec3 velocity;
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vec3 acceleration;
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vec3 prev_position;
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} boid_t;
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typedef struct swarm_t {
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array(boid_t) boids;
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float perception_radius; // determines the vision radius of each boid. Only boids within this distance influence each other.
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float separation_weight; // how much boids repel each other
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SWARM_DISTANCE separation_type;
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float alignment_weight; // how much boids want go in the same direction
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float cohesion_weight; // how much boids want to be in the center of the swarm
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float steering_weight;
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array(vec3) steering_targets;
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SWARM_DISTANCE steering_target_type;
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float blindspot_angledeg;
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float max_acceleration; // how fast each boid can change its direction
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float max_velocity; // how fast each boid can move
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// private:
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map(vec3*, array(boid_t*)) voxel_cache_;
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float blindspot_angledeg_compare_value_;
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} swarm_t;
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API swarm_t swarm();
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API void swarm_update(swarm_t *self, float delta); // acc,vel,pos
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API void swarm_update_acceleration_only(swarm_t *self); // acc
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API void swarm_update_acceleration_and_velocity_only(swarm_t *self, float delta); // acc,vel
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API int ui_swarm(swarm_t *self);
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2023-08-11 19:59:48 +00:00
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// pathfinding -----------------------------------------------------------------
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API int pathfind_astar(int width, int height, const unsigned* map, vec2i src, vec2i dst, vec2i* path, size_t maxpath);
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