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