Files
veejay/veejay-current/veejay-server/libvje/effects/boids.c
Niels Elburg c415a1b697 fixing bugs eeh
git-svn-id: svn://code.dyne.org/veejay/trunk@1376 eb8d1916-c9e9-0310-b8de-cf0c9472ead5
2010-02-05 21:22:32 +00:00

424 lines
10 KiB
C

/*
* Linux VeeJay
*
* Copyright(C)2002 Niels Elburg <nwelburg@gmail.com>
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307 , USA.
*/
/* Copyright (C) 2002-2003 W.P. van Paassen - peter@paassen.tmfweb.nl
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; see the file COPYING. If not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
blob , originally from the demo effect collection
extended to video boids. the boids are an implementation of
Craig Reynolds's BOIDS behavioral algorithm
(http://www.vergenet.net/~conrad/boids/pseudocode.html)
p0: radius
p1: number of blobs
p2: shape (rect,circle)
p3: influence boids trying to fly towards centre of mass of neighbouring boids
p4: influence boids trying to keep a small distance away from other boids
p5: influence boids trying to match velocity with near boids
p6: speed limiter
p7: home position distance to center point
added optional flock rules:
+ limiting speed
*/
#include <config.h>
#include <stdint.h>
#include <math.h>
#include <stdio.h>
#include <libvjmem/vjmem.h>
#include "common.h"
#include "blob.h"
typedef struct
{
short x; // x
short y; // y
double vx; // velocity x
double vy; // velocity y
} blob_t;
#define DEFAULT_RADIUS 16
#define DEFAULT_NUM 100
#define BLOB_RECT 0
#define BLOB_CIRCLE 1
static blob_t *blobs_;
static uint8_t **blob_;
static uint8_t *blob_image_;
static int blob_ready_ = 0;
static int blob_radius_ = 16;
static int blob_dradius_ = 0;
static int blob_sradius_ = 0;
static int blob_num_ = 100;
static int blob_type_ = 1;
static int blob_home_radius_= 203;
vj_effect *boids_init(int w, int h)
{
vj_effect *ve = (vj_effect *) vj_calloc(sizeof(vj_effect));
ve->num_params = 8;
ve->defaults = (int *) vj_calloc(sizeof(int) * ve->num_params); /* default values */
ve->limits[0] = (int *) vj_calloc(sizeof(int) * ve->num_params); /* min */
ve->limits[1] = (int *) vj_calloc(sizeof(int) * ve->num_params); /* max */
ve->limits[0][0] = 1;
ve->limits[1][0] = w/2; // radius
ve->limits[0][1] = 2;
ve->limits[1][1] = 256; // num blobs
ve->limits[0][2] = 0;
ve->limits[1][2] = 1; // shape
ve->limits[0][3] = 0;
ve->limits[1][3] = 100; // m1
ve->limits[0][4] = 0;
ve->limits[1][4] = 100; // m2
ve->limits[0][5] = 0;
ve->limits[1][5] = 100; // m3
ve->limits[0][6] = 1;
ve->limits[1][6] = 100;
ve->limits[0][7] = 1;
ve->limits[1][7] = 360;
ve->defaults[0] = DEFAULT_RADIUS;
ve->defaults[1] = DEFAULT_NUM;
ve->defaults[2] = 1;
ve->defaults[3] = 1;
ve->defaults[4] = 0;
ve->defaults[5] = 0;
ve->defaults[6] = 199;
ve->defaults[7] = w/4;
ve->description = "Video Boids";
ve->sub_format = 1;
ve->extra_frame = 0;
ve->has_user =0;
ve->param_description = vje_build_param_list( ve->num_params, "Radius","Blobs","Shape","Cohesion","Seperation","Alignment","Speed","Home Radius");
return ve;
}
static void blob_home_position( int blob_id, int w, int h , double v[2] )
{
double theta = 360.0 / ( (double) blob_num_ ) * blob_id;
double rad = (theta / 180.0 ) * M_PI;
double ratio = (w/h);
double cx = ( double )( w/ 2);
double cy = ( double )( h/ 2) * ratio;
v[0] = cx + cos(rad) * blob_home_radius_;
v[1] = cy + sin(rad) * blob_home_radius_;
}
static void blob_init_( blob_t *b , int blob_id, int w , int h)
{
double v[2];
blob_home_position( blob_id,w,h,v );
b->x = v[0];
b->y = v[1];
b->vx = 0.01;
b->vy = 0.01;
}
// FIXME private
int boids_malloc(int w, int h)
{
int j,i;
double frac;
int dist_sqrt;
if(blob_radius_ <= 0)
return 0;
blob_dradius_ = blob_radius_ * 2;
blob_sradius_ = blob_radius_ * blob_radius_;
blob_ = (uint8_t**) vj_malloc(sizeof(uint8_t*) * blob_dradius_ );
for(i = 0; i < blob_dradius_ ; i ++ )
{
blob_[i] = (uint8_t*) vj_calloc(sizeof(uint8_t) * blob_dradius_ );
if(!blob_[i]) return 0;
}
blobs_ = (blob_t*) vj_calloc(sizeof(blob_t) * blob_num_ );
if(!blobs_ ) return 0;
blob_image_ = (uint8_t*) vj_calloc(sizeof(uint8_t) * w * h );
if(!blob_image_) return 0;
for( i = -blob_radius_ ; i < blob_radius_ ; ++ i )
{
for( j = -blob_radius_ ; j < blob_radius_ ; ++ j )
{
dist_sqrt = i * i + j * j;
if( dist_sqrt < blob_sradius_ )
{
frac = (double) (sqrt(dist_sqrt)) / (double) blob_sradius_;
blob_[i + blob_radius_][j + blob_radius_] = 0xff;
}
else
{
blob_[i + blob_radius_][j + blob_radius_ ] = 0x0; // was 0
}
}
}
for( i = 0; i < blob_num_ ; i ++ )
{
blob_init_( blobs_ + i ,i, w , h );
}
veejay_memset( blob_image_ , 0 , w * h );
blob_ready_ = 1;
return 1;
}
void boids_free()
{
int i;
for (i = 0; i < blob_dradius_ ; i ++ )
if( blob_[i] ) free( blob_[i] );
if(blobs_)
free(blobs_);
if(blob_image_)
free(blob_image_);
}
typedef void (*blob_func)(int s, int width);
static void blob_render_circle(int s, int width)
{
int i,j;
for( i = 0; i < blob_dradius_ ; ++ i )
{
for( j = 0; j < blob_dradius_ ; ++ j)
{
if( blob_image_[ s + j ] + blob_[i][j] > 255 )
blob_image_[s + j] = 0xff;
else
blob_image_[s + j] += blob_[i][j];
}
s += width;
}
}
static void blob_render_rect(int s, int width)
{
int i,j;
for( i = 0; i < blob_dradius_ ; ++ i )
{
for( j = 0; j < blob_dradius_ ; ++ j)
{
blob_image_[s + j] = 0xff;
}
s += width;
}
}
static blob_func blob_render(void)
{
if( blob_type_ == BLOB_RECT)
return blob_render_rect;
return blob_render_circle;
}
// calculate center of mass
static void boid_rule1_( int boid_id, double v1[2] )
{
int i;
double v[2] = { 0.0, 0.0 };
for( i = 0; i < blob_num_ ; i ++ )
{
if( i != boid_id )
{
v[0] += (double) blobs_[i].x;
v[1] += (double) blobs_[i].y;
}
}
v[0] = v[0] / ( (double) blob_num_ - 1 );
v[1] = v[1] / ( (double) blob_num_ - 1 );
v1[0] = (v[0] - ((double)blobs_[boid_id].x)) / 100.0;
v1[1] = (v[1] - ((double)blobs_[boid_id].y)) / 100.0;
}
// try to keep a small distance away from other blobs
static void boid_rule2_( int boid_id, double v1[2] )
{
double v[2] = {0.0 , 0.0};
int i;
for( i = 0; i < blob_num_; i ++ )
{
if( i != boid_id)
{
// find nearby blob
double d = ( blobs_[boid_id].x - blobs_[i].x ) * ( blobs_[boid_id].x - blobs_[i].x ) +
( blobs_[boid_id].y - blobs_[i].y ) * ( blobs_[boid_id].y - blobs_[i].y );
if( d < blob_sradius_ )
{
v[0] = v[0] - ((double) ( blobs_[boid_id].x - blobs_[i].x ));
v[1] = v[1] - ((double) ( blobs_[boid_id].y - blobs_[i].y ));
}
}
}
v1[0] = v[0];
v1[1] = v[1];
}
// try to match velocity with near blobs
static void boid_rule3_( int boid_id, double v1[2] )
{
double v[2] = { 0.0, 0.0 };
int i;
for( i = 0; i < blob_num_; i ++ )
{
if( boid_id != i )
{
v[0] = v[0] + blobs_[i].vx;
v[1] = v[1] + blobs_[i].vy;
}
}
v1[0] = v[0] /( (double)( blob_num_ -1 ));
v1[0] = ( v[0] - blobs_[boid_id].vx ) / 8;
v1[1] = v[1] /( (double)( blob_num_ -1 ));
v1[1] = ( v[1] - blobs_[boid_id].vy ) / 8;
}
static void boid_rule4_( int boid_id, int vlim )
{
// speed limiter
if( blobs_[boid_id].vx > vlim )
blobs_[boid_id].vx = ( blobs_[boid_id].vx / fabs( blobs_[boid_id].vx) ) * vlim;
if( blobs_[boid_id].vy > vlim )
blobs_[boid_id].vy = ( blobs_[boid_id].vy / fabs( blobs_[boid_id].vy) ) * vlim;
}
void boids_apply(VJFrame *frame,
int width, int height, int radius, int num, int shape, int m1, int m2, int m3, int speed, int home_radius )
{
const int len = frame->len;
uint8_t *srcY = frame->data[0];
uint8_t *srcCb= frame->data[1];
uint8_t *srcCr= frame->data[2];
int s,i,j,k;
const double M1 = ( (m1==0? 0.0 : m1/100.0) );
const double M2 = ( (m2==0? 0.0 : m2/100.0) );
const double M3 = ( (m3==0? 0.0 : m3/100.0) );
blob_func f = blob_render();
blob_type_ = shape;
if( radius != blob_radius_ || num != blob_num_ )
{ // reinitialize
blob_radius_ = radius;
blob_num_ = num;
boids_free();
boids_malloc(width,height);
}
if( home_radius != blob_home_radius_ )
{
blob_home_radius_ = home_radius;
for( i = 0; i < blob_num_ ; i ++ )
blob_init_(blobs_ + i , i, width, height);
}
// move boid to new positions
for( i = 0; i < blob_num_; i ++)
{
double v1[2],v2[2],v3[2];
boid_rule1_( i, v1 );
boid_rule2_( i, v2 );
boid_rule3_( i, v3 );
v1[0] *= M1;
v1[1] *= M1;
v2[0] *= M2;
v2[1] *= M2;
v3[0] *= M3;
v3[1] *= M3;
blobs_[i].vx = blobs_[i].vx + v1[0] + v2[0] + v3[0];
blobs_[i].vy = blobs_[i].vy + v1[1] + v2[1] + v3[1];
boid_rule4_( i, speed * speed );
blobs_[i].x = blobs_[i].x + (short) blobs_[i].vx;
blobs_[i].y = blobs_[i].y + (short) blobs_[i].vy;
}
// fill blob
for( k = 0; k < blob_num_ ; k ++ )
{
if( (blobs_[k].x > 0) &&
(blobs_[k].x < (width - blob_dradius_)) &&
(blobs_[k].y > 0) &&
(blobs_[k].y < (height - blob_dradius_)) )
{
s = blobs_[k].x + blobs_[k].y * width;
f(s,width);
}
else
{
blob_init_( blobs_ + k,k,width ,height );
}
}
// project blob onto video frame
for(i = 0; i < len ; i ++ )
{
if( blob_image_[i] == 0x0 )
{
srcY[i] = 16;
srcCb[i] = 128;
srcCr[i] = 128;
}
blob_image_[i] = 0x0;
}
}