diff options
Diffstat (limited to 'src/boid.rs')
| -rw-r--r-- | src/boid.rs | 82 |
1 files changed, 60 insertions, 22 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 - ); - } } |
