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blender-archive/source/blender/blenkernel/BKE_boids.h
Brecht Van Lommel afb4b65167 Random number generator: replace a bunch of usage of the global random number
generator with a local one. It's not thread safe and will not give repeatable
results, so in most cases it should not be used.

Also fixes #34992 where the noise texture of a displacement modifier was not
properly random in opengl animation render, because the seed got reset to a
fixed value by an unrelated function while for final render it changed each
frame.
2013-04-15 23:12:40 +00:00

67 lines
2.0 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 by Janne Karhu.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_BOIDS_H__
#define __BKE_BOIDS_H__
/** \file BKE_boids.h
* \ingroup bke
* \since 2009
* \author Janne Karhu
*/
#include "DNA_boid_types.h"
struct RNG;
typedef 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;
} BoidBrainData;
void boids_precalc_rules(struct ParticleSettings *part, float cfra);
void boid_brain(BoidBrainData *bbd, int p, struct ParticleData *pa);
void boid_body(BoidBrainData *bbd, struct ParticleData *pa);
void boid_default_settings(BoidSettings *boids);
BoidRule *boid_new_rule(int type);
BoidState *boid_new_state(BoidSettings *boids);
BoidState *boid_duplicate_state(BoidSettings *boids, BoidState *state);
void boid_free_settings(BoidSettings *boids);
BoidSettings *boid_copy_settings(BoidSettings *boids);
BoidState *boid_get_current_state(BoidSettings *boids);
#endif