Final fixes

This commit is contained in:
2024-03-03 16:27:57 -05:00
parent ed8cb9d10e
commit 24b984460d

View File

@@ -11,39 +11,47 @@ impl Plugin for Boids {
.add_systems(Update, (simulate_boids, update_boid_vel).chain());
}
}
const PROTECTED_RANGE: f32 = 40.;
const AVOID_RANGE: f32 = 20.;
const ALIGN_RANGE: f32 = 300.;
const CO_RANGE: f32 = 200.;
const ALIGN_FACTOR: f32 = 0.125;
const CO_FACTOR: f32 = 0.05;
const MAX_RANGE: f32 = 500.;
const MAX_SPEED: f32 = 200.;
const GRID_SIZE: i32 = 30;
fn simulate_boids(time: Res<Time>, mut boids: Query<(&Transform, &mut Vel), With<Boid>>) {
let mut combos = boids.iter_combinations_mut();
while let Some([mut a, mut b]) = combos.fetch_next() {
let mut a_total_vel = a.1.value;
let mut b_total_vel = b.1.value;
//Match Speed
//Align
let dist = a.0.translation - b.0.translation;
let d = dist.length();
if d <= 200. {
if d <= ALIGN_RANGE && d > PROTECTED_RANGE {
let avg_vel = (a.1.value + b.1.value) / 2.;
a_total_vel += ((avg_vel - a_total_vel) / 8.) * time.delta_seconds();
b_total_vel -= ((avg_vel - b_total_vel) / 8.) * time.delta_seconds();
a_total_vel -= (avg_vel - a_total_vel) * ALIGN_FACTOR * time.delta_seconds();
b_total_vel -= (avg_vel - b_total_vel) * ALIGN_FACTOR * time.delta_seconds();
}
//Collision Avoidance
if d < 10. {
a_total_vel += dist * time.elapsed_seconds();
b_total_vel += -dist * time.elapsed_seconds();
if d < AVOID_RANGE {
a_total_vel += dist * time.delta_seconds();
b_total_vel += -dist * time.delta_seconds();
}
if d < 200. {
//Flocking
let avg_pos = (a.0.translation + b.0.translation) / 2.;
a_total_vel += tend_to_point(a.0.translation, avg_pos) * 0.008 * time.elapsed_seconds();
b_total_vel += tend_to_point(b.0.translation, avg_pos) * 0.008 * time.elapsed_seconds();
if d < CO_RANGE && d > PROTECTED_RANGE {
//Choesian
let avg_pos = ((b.0.translation - a.0.translation) / 2.) + a.0.translation;
a_total_vel +=
tend_to_point(a.0.translation, avg_pos) * CO_FACTOR * time.delta_seconds();
b_total_vel +=
tend_to_point(b.0.translation, avg_pos) * CO_FACTOR * time.delta_seconds();
}
// println!("{}", a_total_vel.length());
//Forward Vel
// let speed = 20.;
// a_total_vel += a.0.up() * speed * time.delta_seconds();
// b_total_vel += b.0.up() * speed * time.delta_seconds();
a.1.value = a_total_vel;
b.1.value = b_total_vel;
}
@@ -51,13 +59,12 @@ fn simulate_boids(time: Res<Time>, mut boids: Query<(&Transform, &mut Vel), With
for (t, mut v) in &mut boids {
//Tend to Center
let mut d = t.translation.length();
let max_d = 500.;
if d > max_d {
d -= max_d;
d /= max_d;
if d > MAX_RANGE {
d -= MAX_RANGE;
d /= MAX_RANGE;
v.value += tend_to_point(t.translation, Vec3::ZERO)
* time.elapsed_seconds()
* d.remap(0., 1., 0., 0.1);
* d.remap(0., 1., 0., 0.5);
}
//Limit Velocity
if v.value == Vec3::ZERO {
@@ -73,9 +80,8 @@ fn tend_to_point(from: Vec3, to: Vec3) -> Vec3 {
}
fn limit_velocity(v: &Vel) -> Vec3 {
let max_speed = 200.;
if v.value.length() > max_speed {
return v.value.normalize() * max_speed;
if v.value.length() > MAX_SPEED {
return v.value.normalize() * MAX_SPEED;
}
return v.value;
}
@@ -97,20 +103,14 @@ fn init(
) {
commands.spawn(Camera2dBundle::default());
let size = 25;
for x in 0..size {
for y in 0..size {
for x in 0..GRID_SIZE {
for y in 0..GRID_SIZE {
let shape = Mesh2dHandle(meshes.add(Triangle2d::new(
Vec2::Y * 5.0,
Vec2::new(-5.0, -5.0),
Vec2::new(5.0, -5.0),
)));
let color = Color::hsl(
360.0 * (x as f32 / size as f32),
y as f32 / size as f32,
0.7,
);
let color = Color::hsl(360.0 * (x as f32 / GRID_SIZE as f32), 1., 0.7);
commands.spawn((
Boid,
Vel { value: Vec3::ZERO },