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use std::fmt::Write; | ||
use std::iter; | ||
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use rand::Rng; | ||
use yew::{html, Html}; | ||
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use crate::math::{self, Mean, Vector2D, WeightedMean}; | ||
use crate::settings::Settings; | ||
use crate::simulation::SIZE; | ||
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#[derive(Clone, Debug, PartialEq)] | ||
pub struct Boid { | ||
position: Vector2D, | ||
velocity: Vector2D, | ||
radius: f64, | ||
hue: f64, | ||
} | ||
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impl Boid { | ||
pub fn new_random(settings: &Settings) -> Self { | ||
let mut rng = rand::thread_rng(); | ||
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let max_radius = settings.min_distance / 2.0; | ||
let min_radius = max_radius / 6.0; | ||
// by using the third power large boids become rarer | ||
let radius = min_radius + rng.gen::<f64>().powi(3) * (max_radius - min_radius); | ||
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Self { | ||
position: Vector2D::new(rng.gen::<f64>() * SIZE.x, rng.gen::<f64>() * SIZE.y), | ||
velocity: Vector2D::from_polar(rng.gen::<f64>() * math::TAU, settings.max_speed), | ||
radius, | ||
hue: rng.gen::<f64>() * math::TAU, | ||
} | ||
} | ||
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fn coherence(&self, boids: VisibleBoidIter, factor: f64) -> Vector2D { | ||
Vector2D::weighted_mean( | ||
boids.map(|other| (other.boid.position, other.boid.radius * other.boid.radius)), | ||
) | ||
.map(|mean| (mean - self.position) * factor) | ||
.unwrap_or_default() | ||
} | ||
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fn separation(&self, boids: VisibleBoidIter, settings: &Settings) -> Vector2D { | ||
let accel = boids | ||
.filter_map(|other| { | ||
if other.distance > settings.min_distance { | ||
None | ||
} else { | ||
Some(-other.offset) | ||
} | ||
}) | ||
.sum::<Vector2D>(); | ||
accel * settings.separation_factor | ||
} | ||
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fn alignment(&self, boids: VisibleBoidIter, factor: f64) -> Vector2D { | ||
Vector2D::mean(boids.map(|other| other.boid.velocity)) | ||
.map(|mean| (mean - self.velocity) * factor) | ||
.unwrap_or_default() | ||
} | ||
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fn adapt_color(&mut self, boids: VisibleBoidIter, factor: f64) { | ||
let mean = f64::mean(boids.filter_map(|other| { | ||
if other.boid.radius > self.radius { | ||
Some(math::smallest_angle_between(self.hue, other.boid.hue)) | ||
} else { | ||
None | ||
} | ||
})); | ||
if let Some(avg_hue_offset) = mean { | ||
self.hue += avg_hue_offset * factor; | ||
} | ||
} | ||
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fn keep_in_bounds(&mut self, settings: &Settings) { | ||
let min = SIZE * settings.border_margin; | ||
let max = SIZE - min; | ||
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let mut v = Vector2D::default(); | ||
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let turn_speed = self.velocity.magnitude() * settings.turn_speed_ratio; | ||
let pos = self.position; | ||
if pos.x < min.x { | ||
v.x += turn_speed; | ||
} | ||
if pos.x > max.x { | ||
v.x -= turn_speed | ||
} | ||
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if pos.y < min.y { | ||
v.y += turn_speed; | ||
} | ||
if pos.y > max.y { | ||
v.y -= turn_speed; | ||
} | ||
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self.velocity += v; | ||
} | ||
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fn update_velocity(&mut self, settings: &Settings, boids: VisibleBoidIter) { | ||
let v = self.velocity | ||
+ self.coherence(boids.clone(), settings.cohesion_factor) | ||
+ self.separation(boids.clone(), settings) | ||
+ self.alignment(boids, settings.alignment_factor); | ||
self.velocity = v.clamp_magnitude(settings.max_speed); | ||
} | ||
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fn update(&mut self, settings: &Settings, boids: VisibleBoidIter) { | ||
self.adapt_color(boids.clone(), settings.color_adapt_factor); | ||
self.update_velocity(settings, boids); | ||
self.keep_in_bounds(settings); | ||
self.position += self.velocity; | ||
} | ||
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pub fn update_all(settings: &Settings, boids: &mut [Self]) { | ||
for i in 0..boids.len() { | ||
let (before, after) = boids.split_at_mut(i); | ||
let (boid, after) = after.split_first_mut().unwrap(); | ||
let visible_boids = | ||
VisibleBoidIter::new(before, after, boid.position, settings.visible_range); | ||
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boid.update(settings, visible_boids); | ||
} | ||
} | ||
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pub fn render(&self) -> Html { | ||
let color = format!("hsl({:.3}rad, 100%, 50%)", self.hue); | ||
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let mut points = String::new(); | ||
for offset in iter_shape_points(self.radius, self.velocity.angle()) { | ||
let Vector2D { x, y } = self.position + offset; | ||
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// Write to string will never fail. | ||
let _ = write!(points, "{x:.2},{y:.2} "); | ||
} | ||
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html! { <polygon {points} fill={color} /> } | ||
} | ||
} | ||
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fn iter_shape_points(radius: f64, rotation: f64) -> impl Iterator<Item = Vector2D> { | ||
const SHAPE: [(f64, f64); 3] = [ | ||
(0. * math::FRAC_TAU_3, 2.0), | ||
(1. * math::FRAC_TAU_3, 1.0), | ||
(2. * math::FRAC_TAU_3, 1.0), | ||
]; | ||
SHAPE | ||
.iter() | ||
.copied() | ||
.map(move |(angle, radius_mul)| Vector2D::from_polar(angle + rotation, radius_mul * radius)) | ||
} | ||
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#[derive(Debug)] | ||
struct VisibleBoid<'a> { | ||
boid: &'a Boid, | ||
offset: Vector2D, | ||
distance: f64, | ||
} | ||
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#[derive(Clone, Debug)] | ||
struct VisibleBoidIter<'boid> { | ||
// Pay no mind to this mess of a type. | ||
// It's just `before` and `after` joined together. | ||
it: iter::Chain<std::slice::Iter<'boid, Boid>, std::slice::Iter<'boid, Boid>>, | ||
position: Vector2D, | ||
visible_range: f64, | ||
} | ||
impl<'boid> VisibleBoidIter<'boid> { | ||
fn new( | ||
before: &'boid [Boid], | ||
after: &'boid [Boid], | ||
position: Vector2D, | ||
visible_range: f64, | ||
) -> Self { | ||
Self { | ||
it: before.iter().chain(after), | ||
position, | ||
visible_range, | ||
} | ||
} | ||
} | ||
impl<'boid> Iterator for VisibleBoidIter<'boid> { | ||
type Item = VisibleBoid<'boid>; | ||
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fn next(&mut self) -> Option<Self::Item> { | ||
let Self { | ||
ref mut it, | ||
position, | ||
visible_range, | ||
} = *self; | ||
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it.find_map(move |other| { | ||
let offset = other.position - position; | ||
let distance = offset.magnitude(); | ||
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if distance > visible_range { | ||
None | ||
} else { | ||
Some(VisibleBoid { | ||
boid: other, | ||
offset, | ||
distance, | ||
}) | ||
} | ||
}) | ||
} | ||
} |
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