Make another new alignment system

This commit is contained in:
2025-09-02 12:24:53 -05:00
parent 3eb23fb4bf
commit a6240c844a

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@@ -13,7 +13,7 @@ const TURN_FACTOR: f32 = 1.0;
const BOID_VIEW_RANGE: f32 = 50.0;
const COHESION_FACTOR: f32 = 1.0;
const SEPARATION_FACTOR: f32 = 1.0;
const ALIGNMENT_FACTOR: f32 = 1.0;
const ALIGNMENT_FACTOR: f32 = 10.0;
const SPACEBRAKES_COEFFICIENT: f32 = 0.01;
pub struct BoidsPlugin;
@@ -206,7 +206,7 @@ fn separation(
fn alignment(
spatial_tree: Res<KDTree2<TrackedByKdTree>>,
mut boids: Query<(&Transform, &Velocity, &mut Force), With<Boid>>,
mut boids: Query<(&Transform, &mut Force), With<Boid>>,
boid_velocities: Query<&Velocity, With<Boid>>,
) {
// for each boid
@@ -216,27 +216,31 @@ fn alignment(
// perpendicular so that magnitude is constant
// apply steering force
for (transform, velocity, mut acceleration) in &mut boids {
for (transform, mut force) in &mut boids {
let neighbors = spatial_tree.within_distance(transform.translation.xy(), BOID_VIEW_RANGE);
// averaging divides by length. Guard against an empty set of neighbors
// so that we don't divide by zero.
if !neighbors.is_empty() {
if let Some(avg_velocity) =
velocity_of_boids(neighbors.iter().map(|(vel, opt_entity)| {
// I've observed no panics in the old version, nor the debug_plugins version
// I'm not clear on the conditions that cause a None option, but I want to
// crash when I find one.
let entity_id = opt_entity.unwrap_or_else(|| panic!("Boid has no Entity ID!"));
let vel = boid_velocities
.get(entity_id)
.unwrap_or_else(|_| panic!("Boid has no velocity!"));
(*vel).xy()
}))
{
let deviation = -velocity.0 + avg_velocity.extend(0.0);
acceleration.0 += deviation * ALIGNMENT_FACTOR;
}
}
let (len, sum) = neighbors
.iter()
// Extract the velocities by `get()`ing from another query param.
.map(|(_pos, maybe_entt)| {
let entt = maybe_entt
.expect("Neighbor boid has no Entity ID. I don't know what this means");
let vel = boid_velocities.get(entt).expect("Boid has no velocity!");
vel.xy()
})
.enumerate()
.fold((0, Vec2::ZERO), |(_len, vel_acc), (idx, vel)| {
(idx, vel_acc + vel)
});
// Skip to next boid if the current one has no neighbors.
let avg = if len > 0 {
sum / (len as f32)
} else {
continue;
};
force.0 = (avg.extend(0.0) - force.0) * ALIGNMENT_FACTOR;
}
}
@@ -249,22 +253,13 @@ pub(crate) fn velocity_of_boids(points: impl Iterator<Item = Vec2>) -> Option<Ve
}
fn average_of_vec2s(points: impl Iterator<Item = Vec2>) -> Option<Vec2> {
// Average the points by summing them all together, and dividing by
// the total count.
// Passing the points as an iterator means we lose the length of the
// list. The `.enumerate()` iterator reintroduces that count.
let mut points = points.enumerate();
// Empty iterators have no points and so no center of mass.
// Try to get the first one, but exit with None if it doesn't yield.
let init = points.next()?;
// if we get one, fold all the remaining values into it.
let (len, sum) = points.fold(init, |(len, sum), (idx, point)| {
// replace length with most recent index
// add running sum & new point for new running sum
(idx, sum + point)
});
let (len, sum) = points
.enumerate()
.fold((0, Vec2::ZERO), |(_len, sum), (idx, point)| {
// replace length with most recent index
// add running sum & new point for new running sum
(idx, sum + point)
});
let avg = sum / ((len + 1) as f32);
Some(avg)