/* SPDX-FileCopyrightText: 2009 by Janne Karhu. All rights reserved. * * SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup bke */ namespace blender { struct BoidSettings; struct BoidState; struct Object; struct ParticleData; struct ParticleSettings; struct ParticleSimulationData; struct RNG; enum eBoidRuleType : int; struct BoidBrainData { struct ParticleSimulationData *sim; struct ParticleSettings *part; float timestep, cfra, dfra; float wanted_co[3], wanted_speed; /* Goal stuff */ struct Object *goal_ob; float goal_co[3]; float goal_nor[3]; float goal_priority; struct RNG *rng; }; void boids_precalc_rules(struct ParticleSettings *part, float cfra); /** * Determines the velocity the boid wants to have. */ void boid_brain(BoidBrainData *bbd, int p, struct ParticleData *pa); /** * Tries to realize the wanted velocity taking all constraints into account. */ void boid_body(BoidBrainData *bbd, struct ParticleData *pa); void boid_default_settings(struct BoidSettings *boids); struct BoidRule *boid_new_rule(eBoidRuleType type); struct BoidState *boid_new_state(struct BoidSettings *boids); struct BoidState *boid_duplicate_state(struct BoidSettings *boids, struct BoidState *state); void boid_free_settings(struct BoidSettings *boids); struct BoidSettings *boid_copy_settings(const struct BoidSettings *boids); struct BoidState *boid_get_current_state(struct BoidSettings *boids); } // namespace blender