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-rw-r--r--src/boid.rs89
1 files changed, 52 insertions, 37 deletions
diff --git a/src/boid.rs b/src/boid.rs
index 5c66272..af0604b 100644
--- a/src/boid.rs
+++ b/src/boid.rs
@@ -1,4 +1,4 @@
-use std::f32::consts::{FRAC_PI_2};
+use std::f64::consts::{FRAC_PI_2};
use sdl2::rect::Point;
use sdl2::render::Canvas;
@@ -6,67 +6,82 @@ use sdl2::video::Window;
use crate::vector2::Vector2;
-const NEIGHBOURS_RADIUS: i32 = 50;
+const NEIGHBOURS_RADIUS: f64 = 30.0;
#[derive(PartialEq, Clone)]
pub struct Boid {
dir: Vector2,
- pos: Point,
+ pos: Vector2,
}
-const TRIANGLE_SIZE: i32 = 20;
-const SPEED: f32 = 15.0;
+const TRIANGLE_SIZE: f64 = 8.0;
+const SPEED: f64 = 1.0;
impl Boid {
- pub fn new(x: i32, y: i32, dir_x: f32, dir_y: f32) -> Boid {
+ pub fn new(x: f64, y: f64, dir_x: f64, dir_y: f64) -> Boid {
let d = Vector2::new(dir_x, dir_y);
- Boid { dir: d / d.norm(), pos: Point::new(x, y) }
+ Boid { dir: d / d.norm(), pos: Vector2::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 };
+ if ns.len() == 0 {
+ self.update_pos(width, height);
+ return ;
+ }
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();
+ .fold(Vector2::new(0.0, 0.0), |acc, x| acc + x.pos) / ns.len() as f64;
+ let mut center_dir = center - self.pos;
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;
-
+ .fold(Vector2::new(0.0, 0.0), |acc, x| acc + x.dir) / ns.len() as f64;
+
+ let mut sep_dir = ns.iter()
+ .fold(Vector2::new(0.0, 0.0), |acc, x| {
+ acc + ((self.pos - x.pos) / (self.dist(x) * self.dist(x)))
+ }) / ns.len() as f64;
+
+ let max_speed = 4.0;
+ align_dir.set_mag(max_speed);
+ center_dir.set_mag(max_speed);
+ sep_dir.set_mag(max_speed);
+
+ let mut alignment_force = align_dir - self.dir;
+ let mut center_force = center_dir - self.dir;
+ // let mut sep_force = sep_dir - self.dir;
+
+ let max_force = 1.0;
+ alignment_force.limit(max_force);
+ center_force.limit(max_force);
+ sep_dir.limit(max_force);
+
+ self.update_pos(width, height);
+ let acceleration = alignment_force + center_force + sep_dir;
+ self.dir += acceleration;
+ self.dir.limit(max_speed);
+ }
- 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 update_pos(&mut self, width: i32, height: i32) {
+ self.pos += self.dir * SPEED;
+ self.pos.x = self.pos.x.rem_euclid(width as f64);
+ self.pos.y = self.pos.y.rem_euclid(height as f64);
}
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 {
+ fn dist(&self, other: &Boid) -> f64 {
let p = self.pos - other.pos;
- ((p.x * p.x + p.y * p.y) as f32).sqrt() as i32
+ (p.x * p.x + p.y * p.y).sqrt()
}
pub fn draw(&self, canvas: &mut Canvas<Window>) {
- 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);
+ let top = self.pos + Vector2::new(0.0, -TRIANGLE_SIZE);
+ let bot_left = self.pos + Vector2::new(-TRIANGLE_SIZE / 3.0, TRIANGLE_SIZE / 2.0);
+ let bot_right = self.pos + Vector2::new(TRIANGLE_SIZE / 3.0, TRIANGLE_SIZE / 2.0);
// direction angle = t
// tan t = y / x
@@ -79,10 +94,10 @@ impl Boid {
let c = angle.cos();
let ps: Vec<Point> = [top, bot_left, bot_right, top].iter().map(|p| {
- 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())
+ let x = (p.x - self.pos.x) as f64;
+ let y = (p.y - self.pos.y) as f64;
+ Point::new(((x * c - y * s) + self.pos.x) as i32,
+ ((x * s + y * c) + self.pos.y) as i32)
}).collect();
canvas.draw_lines(&ps[..]).unwrap();