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source/blender/makesdna/DNA_boid_types.h
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source/blender/makesdna/DNA_boid_types.h
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/* DNA_particle_types.h
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*
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*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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 Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2009 by Janne Karhu.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef DNA_BOID_TYPES_H
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#define DNA_BOID_TYPES_H
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#include "DNA_listBase.h"
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typedef enum BoidRuleType {
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eBoidRuleType_None = 0,
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eBoidRuleType_Goal, /* go to goal assigned object or loudest assigned signal source */
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eBoidRuleType_Avoid, /* get away from assigned object or loudest assigned signal source */
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eBoidRuleType_AvoidCollision, /* manoeuver to avoid collisions with other boids and deflector object in near future */
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eBoidRuleType_Separate, /* keep from going through other boids */
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eBoidRuleType_Flock, /* move to center of neighbors and match their velocity */
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eBoidRuleType_FollowLeader, /* follow a boid or assigned object */
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eBoidRuleType_AverageSpeed, /* maintain speed, flight level or wander*/
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eBoidRuleType_Fight, /* go to closest enemy and attack when in range */
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//eBoidRuleType_Protect, /* go to enemy closest to target and attack when in range */
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//eBoidRuleType_Hide, /* find a deflector move to it's other side from closest enemy */
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//eBoidRuleType_FollowPath, /* move along a assigned curve or closest curve in a group */
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//eBoidRuleType_FollowWall, /* move next to a deflector object's in direction of it's tangent */
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NUM_BOID_RULE_TYPES
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} BoidRuleType;
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/* boidrule->flag */
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#define BOIDRULE_CURRENT 1
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#define BOIDRULE_IN_AIR 4
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#define BOIDRULE_ON_LAND 8
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typedef struct BoidRule {
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struct BoidRule *next, *prev;
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int type, flag;
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char name[32];
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} BoidRule;
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#define BRULE_GOAL_AVOID_PREDICT 1
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#define BRULE_GOAL_AVOID_ARRIVE 2
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#define BRULE_GOAL_AVOID_SIGNAL 4
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typedef struct BoidRuleGoalAvoid {
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BoidRule rule;
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struct Object *ob;
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int options;
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float fear_factor;
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/* signals */
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int signal_id, channels;
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} BoidRuleGoalAvoid;
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#define BRULE_ACOLL_WITH_BOIDS 1
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#define BRULE_ACOLL_WITH_DEFLECTORS 2
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typedef struct BoidRuleAvoidCollision {
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BoidRule rule;
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int options;
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float look_ahead;
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} BoidRuleAvoidCollision;
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#define BRULE_LEADER_IN_LINE 1
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typedef struct BoidRuleFollowLeader {
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BoidRule rule;
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struct Object *ob;
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float loc[3], oloc[3];
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float cfra, distance;
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int options, queue_size;
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} BoidRuleFollowLeader;
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typedef struct BoidRuleAverageSpeed {
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BoidRule rule;
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float wander, level, speed, rt;
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} BoidRuleAverageSpeed;
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typedef struct BoidRuleFight {
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BoidRule rule;
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float distance, flee_distance;
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} BoidRuleFight;
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typedef enum BoidMode {
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eBoidMode_InAir = 0,
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eBoidMode_OnLand,
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eBoidMode_Climbing,
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eBoidMode_Falling,
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eBoidMode_Liftoff,
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NUM_BOID_MODES
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} BoidMode;
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typedef struct BoidData {
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float health, acc[3];
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short state_id, mode;
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} BoidData;
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// planned for near future
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//typedef enum BoidConditionMode {
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// eBoidConditionType_Then = 0,
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// eBoidConditionType_And,
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// eBoidConditionType_Or,
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// NUM_BOID_CONDITION_MODES
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//} BoidConditionMode;
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//typedef enum BoidConditionType {
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// eBoidConditionType_None = 0,
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// eBoidConditionType_Signal,
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// eBoidConditionType_NoSignal,
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// eBoidConditionType_HealthBelow,
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// eBoidConditionType_HealthAbove,
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// eBoidConditionType_See,
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// eBoidConditionType_NotSee,
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// eBoidConditionType_StateTime,
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// eBoidConditionType_Touching,
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// NUM_BOID_CONDITION_TYPES
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//} BoidConditionType;
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//typedef struct BoidCondition {
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// struct BoidCondition *next, *prev;
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// int state_id;
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// short type, mode;
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// float threshold, probability;
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//
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// /* signals */
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// int signal_id, channels;
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//} BoidCondition;
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typedef enum BoidRulesetType {
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eBoidRulesetType_Fuzzy = 0,
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eBoidRulesetType_Random,
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eBoidRulesetType_Average,
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NUM_BOID_RULESET_TYPES
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} BoidRulesetType;
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#define BOIDSTATE_CURRENT 1
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typedef struct BoidState {
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struct BoidState *next, *prev;
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ListBase rules;
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ListBase conditions;
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ListBase actions;
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char name[32];
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int id, flag;
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/* rules */
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int ruleset_type;
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float rule_fuzziness;
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/* signal */
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int signal_id, channels;
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float volume, falloff;
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} BoidState;
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// planned for near future
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//typedef struct BoidSignal {
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// struct BoidSignal *next, *prev;
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// float loc[3];
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// float volume, falloff;
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// int id;
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//} BoidSignal;
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//typedef struct BoidSignalDefine {
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// struct BoidSignalDefine *next, *prev;
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// int id, rt;
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// char name[32];
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//} BoidSignalDefine;
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//typedef struct BoidSimulationData {
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// ListBase signal_defines;/* list of defined signals */
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// ListBase signals[20]; /* gathers signals from all channels */
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// struct KDTree *signaltrees[20];
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// char channel_names[20][32];
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// int last_signal_id; /* used for incrementing signal ids */
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// int flag; /* switches for drawing stuff */
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//} BoidSimulationData;
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typedef struct BoidSettings {
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int options, last_state_id;
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float landing_smoothness, rt;
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float banking, height;
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float health, aggression;
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float strength, accuracy, range;
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/* flying related */
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float air_min_speed, air_max_speed;
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float air_max_acc, air_max_ave;
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float air_personal_space;
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/* walk/run related */
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float land_jump_speed, land_max_speed;
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float land_max_acc, land_max_ave;
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float land_personal_space;
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float land_stick_force;
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struct ListBase states;
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} BoidSettings;
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/* boidsettings->options */
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#define BOID_ALLOW_FLIGHT 1
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#define BOID_ALLOW_LAND 2
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#define BOID_ALLOW_CLIMB 4
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/* boidrule->options */
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//#define BOID_RULE_FOLLOW_LINE 1 /* follow leader */
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//#define BOID_RULE_PREDICT 2 /* goal/avoid */
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//#define BOID_RULE_ARRIVAL 4 /* goal */
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//#define BOID_RULE_LAND 8 /* goal */
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//#define BOID_RULE_WITH_BOIDS 16 /* avoid collision */
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//#define BOID_RULE_WITH_DEFLECTORS 32 /* avoid collision */
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#endif
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