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  /cts/tests/openglperf2/jni/reference/scene/flocking/
Boid.h 14 // An implementation of Craig Reynold's Boid Simulation.
20 class Boid {
22 Boid(float x, float y);
24 void flock(const Boid* boids[], int numBoids, int index, float limitX, float limitY);
26 // modifies the boid's behaviour.
27 static const constexpr float MAX_SPEED = 2.0f;// Upper limit of boid velocity.
28 static const constexpr float MAX_FORCE = 0.05f;// Upper limit of the force used to push a boid.
FlockingScene.h 20 #include "Boid.h"
38 Boid* mBoids[NUM_BOIDS];
Boid.cpp 14 #include "Boid.h"
16 Boid::Boid(float x, float y) :
20 void Boid::flock(const Boid* boids[], int numBoids, int index, float limitX, float limitY) {
32 const Boid* b = boids[i];
FlockingScene.cpp 34 // Generate a boid with a random position. (-50, 50)
37 mBoids[i] = new Boid(x, y);
154 Boid* b = mBoids[i];
155 b->flock((const Boid**) &mBoids, NUM_BOIDS, i, LIMIT_X + MARGIN, LIMIT_Y + MARGIN);

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