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authorCharles Cabergs <me@cacharle.xyz>2020-08-25 18:39:33 +0200
committerCharles Cabergs <me@cacharle.xyz>2020-08-25 18:39:33 +0200
commit4dccf6a313908a5d63ba01b375804e9ebef4687e (patch)
treed158385782a02a577f3a47cb1da96e3479d8c957 /src
parentc0e7c121e96713549dce67b01f8d86ef79e6ab80 (diff)
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Added Vector2 for direction, steering behavior gut draft not working
Diffstat (limited to 'src')
-rw-r--r--src/boid.rs82
-rw-r--r--src/main.rs34
-rw-r--r--src/vector2.rs55
3 files changed, 144 insertions, 27 deletions
diff --git a/src/boid.rs b/src/boid.rs
index dfc0755..5c66272 100644
--- a/src/boid.rs
+++ b/src/boid.rs
@@ -2,26 +2,71 @@ use std::f32::consts::{FRAC_PI_2};
use sdl2::rect::Point;
use sdl2::render::Canvas;
+use sdl2::video::Window;
+
+use crate::vector2::Vector2;
+
+const NEIGHBOURS_RADIUS: i32 = 50;
+#[derive(PartialEq, Clone)]
pub struct Boid {
- dir_x: f32,
- dir_y: f32,
- position: Point,
+ dir: Vector2,
+ pos: Point,
}
const TRIANGLE_SIZE: i32 = 20;
-const SPEED: f32 = 10.0;
+const SPEED: f32 = 15.0;
-use sdl2::video::Window;
impl Boid {
- pub fn new(position: Point) -> Boid {
- Boid { dir_x: 0.1, dir_y: 0.2, position }
+ pub fn new(x: i32, y: i32, dir_x: f32, dir_y: f32) -> Boid {
+ let d = Vector2::new(dir_x, dir_y);
+ Boid { dir: d / d.norm(), pos: Point::new(x, y) }
+ }
+
+ pub fn step(&mut self, boids: &Vec<Boid>, width: i32, height: i32) {
+ let ns = self.neighbours(boids);
+
+ let ns_len = if ns.len() != 0 { ns.len() } else { 1 };
+
+ let center = ns.iter()
+ .fold(Point::new(0, 0), |acc, x| acc + x.pos) / ns_len as i32;
+ let mut center_dir = Vector2::from_point(center - self.pos);
+ center_dir.normalize();
+
+ let mut align_dir = ns.iter()
+ .fold(Vector2::new(0.0, 0.0), |acc, x| acc + x.dir) / ns_len as f32;
+ align_dir.normalize();
+
+ let sep_dir = Vector2::from_point(ns.iter()
+ .fold(Point::new(0, 0), |acc, x| acc + (x.pos - self.pos)) / ns_len as i32) * -1.0;
+
+
+ if ns.len() != 0 {
+ self.dir = (self.dir + align_dir + center_dir + sep_dir) / 4.0;
+ }
+ self.dir.normalize();
+
+ self.pos = self.pos.offset(
+ (self.dir.x * SPEED as f32) as i32,
+ (self.dir.y * SPEED as f32) as i32
+ );
+ self.pos.x %= width;
+ self.pos.y %= height;
+ }
+
+ fn neighbours<'a>(&self, boids: &'a Vec<Boid>) -> Vec<&'a Boid> {
+ boids.iter().filter(|n| self.dist(n) <= NEIGHBOURS_RADIUS && *n != self).collect()
+ }
+
+ fn dist(&self, other: &Boid) -> i32 {
+ let p = self.pos - other.pos;
+ ((p.x * p.x + p.y * p.y) as f32).sqrt() as i32
}
pub fn draw(&self, canvas: &mut Canvas<Window>) {
- let top = self.position.offset(0, -TRIANGLE_SIZE);
- let bot_left = self.position.offset(-TRIANGLE_SIZE / 3, TRIANGLE_SIZE / 2);
- let bot_right = self.position.offset(TRIANGLE_SIZE / 3, TRIANGLE_SIZE / 2);
+ let top = self.pos.offset(0, -TRIANGLE_SIZE);
+ let bot_left = self.pos.offset(-TRIANGLE_SIZE / 3, TRIANGLE_SIZE / 2);
+ let bot_right = self.pos.offset(TRIANGLE_SIZE / 3, TRIANGLE_SIZE / 2);
// direction angle = t
// tan t = y / x
@@ -29,24 +74,17 @@ impl Boid {
// | x cos t -y sin t |
// | x sin t y cos t |
- let angle = (self.dir_y / self.dir_x).atan() + FRAC_PI_2;
+ let angle = (self.dir.y / self.dir.x).atan() + FRAC_PI_2;
let s = angle.sin();
let c = angle.cos();
let ps: Vec<Point> = [top, bot_left, bot_right, top].iter().map(|p| {
- let x = (p.x() - self.position.x()) as f32;
- let y = (p.y() - self.position.y()) as f32;
- Point::new((x * c - y * s) as i32 + self.position.x(),
- (x * s + y * c) as i32 + self.position.y())
+ let x = (p.x() - self.pos.x()) as f32;
+ let y = (p.y() - self.pos.y()) as f32;
+ Point::new((x * c - y * s) as i32 + self.pos.x(),
+ (x * s + y * c) as i32 + self.pos.y())
}).collect();
canvas.draw_lines(&ps[..]).unwrap();
}
-
- pub fn step(&mut self) {
- self.position = self.position.offset(
- (self.dir_x * SPEED) as i32,
- (self.dir_y * SPEED) as i32
- );
- }
}
diff --git a/src/main.rs b/src/main.rs
index 4c6ce8f..2c633cc 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -1,21 +1,39 @@
extern crate sdl2;
+extern crate rand;
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use sdl2::pixels::Color;
-use sdl2::rect::Point;
+use rand::Rng;
+
+pub mod vector2;
pub mod boid;
use boid::Boid;
+const HEIGHT: i32 = 480;
+const WIDTH: i32 = 640;
+const BOIDS_NUM: usize = 100;
+// const NEIGHBOURS_RADIUS: i32 = ((HEIGHT + WIDTH) / 2) / 10;
+
fn main() {
let sdl = sdl2::init().unwrap();
let video_subsys = sdl.video().unwrap();
- let window = video_subsys.window("boids", 640, 480).build().unwrap();
+ let window = video_subsys.window("boids", WIDTH as u32, HEIGHT as u32).build().unwrap();
let mut canvas = window.into_canvas().build().unwrap();
- let mut b = Boid::new(Point::new(50, 50));
+ let mut boids: Vec<Boid> = Vec::with_capacity(BOIDS_NUM);
+
+ let mut rng = rand::thread_rng();
+ for _ in 0..BOIDS_NUM {
+ boids.push(Boid::new(
+ rng.gen_range(0, WIDTH as i32),
+ rng.gen_range(0, HEIGHT as i32),
+ rng.gen_range(-2.0, 2.0),
+ rng.gen_range(-2.0, 2.0),
+ ));
+ }
let mut event_pump = sdl.event_pump().unwrap();
'main: loop {
@@ -31,11 +49,17 @@ fn main() {
canvas.set_draw_color(Color::RGB(0, 0, 0));
canvas.clear();
canvas.set_draw_color(Color::RGB(200, 200, 200));
- b.draw(&mut canvas);
+ for b in boids.iter() {
+ b.draw(&mut canvas);
+ }
canvas.present();
- b.step();
+ let prev_boids = boids.clone();
+
+ for b in boids.iter_mut() {
+ b.step(&prev_boids, WIDTH, HEIGHT);
+ }
std::thread::sleep(std::time::Duration::new(0, 50_000_000));
}
diff --git a/src/vector2.rs b/src/vector2.rs
new file mode 100644
index 0000000..e991a2a
--- /dev/null
+++ b/src/vector2.rs
@@ -0,0 +1,55 @@
+use sdl2::rect::Point;
+
+#[derive(PartialEq, Clone, Copy)]
+pub struct Vector2 {
+ pub y: f32,
+ pub x: f32,
+}
+
+impl Vector2 {
+ pub fn new(x: f32, y: f32) -> Vector2 {
+ Vector2 { x, y }
+ }
+
+ pub fn from_point(point: Point) -> Vector2 {
+ Vector2::new(point.x as f32, point.y as f32)
+ }
+
+ pub fn norm(&self) -> f32 {
+ (self.x * self.x + self.y * self.y).sqrt()
+ }
+
+ pub fn normalize(&mut self) {
+ *self = *self / self.norm();
+ }
+}
+
+use std::ops::{Add, Mul, MulAssign, Div};
+
+impl Add for Vector2 {
+ type Output = Self;
+ fn add(self, other: Self) -> Self::Output {
+ Vector2::new(self.x + other.x, self.y + other.y)
+ }
+}
+
+impl Mul<f32> for Vector2 {
+ type Output = Vector2;
+ fn mul(self, scalar: f32) -> Self::Output {
+ Vector2::new(self.x * scalar, self.y * scalar)
+ }
+}
+
+impl MulAssign<f32> for Vector2 {
+ fn mul_assign(&mut self, scalar: f32) {
+ self.x *= scalar;
+ self.y *= scalar;
+ }
+}
+
+impl Div<f32> for Vector2 {
+ type Output = Vector2;
+ fn div(self, scalar: f32) -> Self::Output {
+ Vector2::new(self.x / scalar, self.y / scalar)
+ }
+}