Files
Client/Library/dxx8/samples/Multimedia/Demos/DMBoids/flock.cpp
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

271 lines
8.1 KiB
C++

//-----------------------------------------------------------------------------
// 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;
}
}