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use std::f64::consts::{FRAC_PI_2};
use sdl2::rect::Point;
use sdl2::render::Canvas;
use sdl2::video::Window;
use crate::vector2::Vector2;
const NEIGHBOURS_RADIUS: f64 = 30.0;
#[derive(PartialEq, Clone)]
pub struct Boid {
dir: Vector2,
pos: Vector2,
}
const TRIANGLE_SIZE: f64 = 8.0;
const SPEED: f64 = 1.0;
impl 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: Vector2::new(x, y) }
}
pub fn step(&mut self, boids: &Vec<Boid>, width: i32, height: i32) {
let ns = self.neighbours(boids);
if ns.len() == 0 {
self.update_pos(width, height);
return ;
}
let center = ns.iter()
.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 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);
}
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) -> f64 {
let p = self.pos - other.pos;
(p.x * p.x + p.y * p.y).sqrt()
}
pub fn draw(&self, canvas: &mut Canvas<Window>) {
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
// rotation
// | 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 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.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();
}
}
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