oops, alignment
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7eba1d88fe
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1 changed files with 33 additions and 10 deletions
43
src/main.rs
43
src/main.rs
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@ -1,9 +1,9 @@
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#![allow(unused)]
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// #![allow(unused)]
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mod boid_mesh;
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mod boundary;
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use bevy::{color::palettes::tailwind, prelude::*, reflect::List, sprite::MaterialMesh2dBundle};
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use bevy::{color::palettes::tailwind, prelude::*, sprite::MaterialMesh2dBundle};
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use boid_mesh::BoidMesh;
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use rand::{Rng, SeedableRng};
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@ -15,8 +15,10 @@ fn main() {
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.add_systems(
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Update,
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(
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build_local_cache,
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(seperation, cohesion, alignment),
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(accelerate, move_boids).chain(),
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accelerate,
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move_boids,
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boundary::boid_border_teleport,
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)
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.chain(),
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@ -51,7 +53,8 @@ struct BoidBundle {
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mesh: MaterialMesh2dBundle<ColorMaterial>,
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velocity: Velocity,
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boid: Boid,
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cache: BoidAccelerationBundle,
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accel_cache: BoidAccelerationBundle,
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local_cache: LocalCache,
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}
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#[derive(Component, Default)]
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@ -80,11 +83,29 @@ fn build_local_cache(
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});
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}
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fn seperation(mut boids: Query<(Entity, &Transform, &mut SeperationAcceleration), With<Boid>>) {}
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fn seperation(
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mut boids: Query<(&Transform, &LocalCache, &mut SeperationAcceleration), With<Boid>>,
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) {
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}
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fn cohesion(mut boids: Query<(Entity, &Transform, &mut CohesionAcceleration), With<Boid>>) {}
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fn cohesion(mut boids: Query<(&Transform, &LocalCache, &mut CohesionAcceleration), With<Boid>>) {}
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fn alignment(mut boids: Query<(Entity, &Transform, &mut AlignmentAcceleration), With<Boid>>) {}
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fn alignment(
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mut boids: Query<(&LocalCache, &mut AlignmentAcceleration), With<Boid>>,
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other_boids: Query<&Velocity, With<Boid>>,
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) {
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boids.par_iter_mut().for_each(|(local, mut accel)| {
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accel.0 = Vec2::ZERO;
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let mut count = 0;
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for velocity in other_boids.iter_many(&local.0[..]) {
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accel.0 += velocity.0;
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count += 1;
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}
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accel.0 /= count as f32;
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});
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}
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fn accelerate(
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mut boids: Query<
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@ -105,9 +126,11 @@ fn accelerate(
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vel.0 += coh.0 * time.delta_seconds();
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vel.0 += ali.0 * time.delta_seconds();
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vel.0 = vel.0.clamp_length_max(200.);
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sep.0 *= 0.;
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sep.0 *= 0.;
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sep.0 *= 0.;
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coh.0 *= 0.;
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ali.0 *= 0.;
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});
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}
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@ -137,7 +160,7 @@ fn setup(
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let lower_height = -half_height;
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let upper_height = half_height;
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for i in 0..1000 {
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for _ in 0..1000 {
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use std::f32::consts::TAU;
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let x = small_rng.gen_range(lower_width..=upper_width);
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