126 Commits

Author SHA1 Message Date
8b61d38636 Make keyboard control forces, not velocities
The keyboard input should apply a force, not modify the velocity. Right
now, there is no Mass component, but in the future there might be. I've
just fixed a broken physics integrator made by bad assumptions, too, so
I'm goig to do this for consistency if nothing else.
2025-09-03 12:23:53 -05:00
b3cf47e684 Remove BoidBundle, use required-components instead 2025-09-03 12:23:53 -05:00
69403bc6ca Fix the physics integrator
The velocity component never got updated. Instead, the system was only
calculating the current frame's deltaV. That instantaneous dV and any
velocity that *did* get assigned (bundle insertion, keyboard control)
would be added to the position.

Now forces are integrated into velocity, and velocity is integrated into
position. You know... like a real integration function.
2025-09-03 12:23:53 -05:00
a6240c844a Make another new alignment system 2025-09-03 12:23:53 -05:00
3eb23fb4bf Move physics parts to a physics module 2025-09-03 12:23:53 -05:00
532025b42f Bump Rust edition to 2024 2025-08-30 15:45:20 -05:00
4150f85ccc Rename & restructure birdoids module
The module isn't the plugin, so it's going to be called simply
"birdoids" going forward.

I've turned it into a folder and a `mod.rs` so I can slap down a small,
custom physics system.
2025-08-30 15:39:41 -05:00
214da65db5 Switch off deprecated functions, fix clippy lints 2025-08-30 15:39:41 -05:00
325e515a7b Autoformat 2025-08-30 15:39:41 -05:00
e85114c4c8 Adjust code for Bevy 0.14 -> 0.16 upgrade
Now the program builds again.
2025-08-30 15:39:41 -05:00
feeeb15d22 Begin v0.2.0-dev and upgrade Bevy version
Resuming work on this project. New crate version, new Bevy version.
2025-08-30 15:39:41 -05:00
a0292eb789 Add a "mini" build profile
It's like release, but with LTO and LLVM's `-Oz` size optimization.
v0.1.0
2025-05-16 18:37:34 -05:00
076fcd3c3f Full fat LTO for the very best size reduction 2024-12-29 15:59:32 -06:00
d181a690f8 Bump MSRV for named profiles to work
Yay for cargo-msrv
2024-09-12 22:53:53 -05:00
41b487e70e Pin grand-dependencies for -Zminimal-versions
This pins the dependencies of our dependencies so that the
`-Zminimal-versions` flag of cargo nightly will result in a working
build. Ideally the package authors would have their versions set
correctly. The flag is on nightly for a reason, though. Oh well.
2024-09-12 22:22:55 -05:00
b75c05940d Run cargo fmt before merging branch 2024-07-16 09:31:15 -05:00
e09399cc23 Update force functions to use Option<Force> 2024-07-16 09:02:09 -05:00
abd107d04a Update tests: Force return needs an Option<>
The force functions are discontinuous at (0,0), and as such need to
return an optional. Without this, I'll be feeding NaNs back into the
program, which will propogate and cause a total simulation collapse.
2024-07-16 08:50:26 -05:00
519482aaf3 Rename separation_force parameters 2024-07-15 14:42:39 -05:00
a75704fb49 Placeholder for separation on div-0 error
This calculation should produce an infinity, or NaN. Either way, it's an
error that definitely still exists. I'll make a test for it, and then
fix it at some point. This is so that I don't forget.
2024-07-15 14:41:46 -05:00
60a0357b0d Tests were missing the BOID_VIEW_RANGE
I love it when I need to test my tests. It's just so easy to do.
2024-07-15 14:40:18 -05:00
82dabcfabe Fix: Cohesion function was accepting bad input
The cohesion function would accept inputs over the range (-1, 1) when it
has been designed to work over (0, 1). This changes the math to
calculate the magnitude separately and re-apply it to the pointing
vector.
2024-07-15 13:48:13 -05:00
c48fe1ed2e Add unit tests for force functions
Finally time to just use the unit testing tools Cargo gives me. These
are all a bunch of simple tests to verify that the functions work as
expected.

... They don't. I made the assertion that the input ranges are (0, 1)
when, in fact, they are not. The boid's view distance is scaled into
a unit vector space. The trouble with this is that a valid coordinate
is (-1, 0). The force functions don't have the correct shape at this
range.

The fix is to get the absolute value -- the vector's magnitude -- and
feed that through the force calculation function. This way it *is* in
the range (0, 1). The magnitude can then be multiplied back over the
deviation vector to get a proper force application.

This unit vector can then optionally be multiplied back up to have more
exaggerated effects. The {COHESION,SEPARATION,ALIGNMENT}_FACTOR's can
pick up that role again.
2024-07-15 11:38:39 -05:00
651ed774c3 Move separation_force down with cohesive_force 2024-07-15 10:14:13 -05:00
283a0bdde3 Add separation_force function 2024-07-15 10:10:56 -05:00
6c38083e6d Fix: Return Force instead of Vec2 2024-07-15 10:04:41 -05:00
930aa2e75d Add cohesive_force function 2024-07-15 10:01:43 -05:00
18885d9b94 Rename Acceleration to Force
Closes #2

Acceleration is mass * force.
This doesn't materially change anything, but it will make it easier to
give the boids a mass component. The change will not require updates to
most of the systems, only the physics integrator and the boids bundle.
2024-07-12 16:47:27 -05:00
092f0a25dd Give space_brakes a const coefficient 2024-07-12 14:49:17 -05:00
27cf0f390b Drop unneeded use line 2024-07-12 10:10:33 -05:00
f9ce96bbce cargo fmt again 2024-07-12 10:00:27 -05:00
a161aacaca Crank up the forces to see the boids move!
The Boids algorithm functions need a lot of work, but the cohesion and
separation functions appear to nominally perform their stated goal.

Both are constant forces across their whole range, so there is a jerking
motion as things cross in and out of the activation boundaries.

I think the alignment function breaks the laws of thermodynamics, as
well. Oh well, that's what the spacebrakes system is for.
2024-07-11 17:00:12 -05:00
32991d3e37 Fix: Acceleration needs to be reset to 0
The physics integrator is real scuffed. Nothing has mass, and no forces
are applied. Instead, objects affect each other's acceleration. It acts
functionally like a force accumulator where everything has a mass of 1.

Under this model, it must be cleared each frame so that it can be
re-accumulated during the next physics calculation cycle.

This bug was spotted because of anomolous behavior of the velocity
pointer. Nearly stationary boids would have a rather large (especially
after the coefficient reduction earlier) velocity. I noticed this
earlier when building the debug tool and thought it was an error in
the calculations. There might still be bugs, I still need to test, but
that particular one seems to have been a position integrator error.
2024-07-11 16:56:47 -05:00
bb33fda018 Fix: spatial tree update frequency is too low
The reubild frequency of the spatial tree was causing calculations to
operate on old information. This is not the intended behavior. The
default schedule seems to be to run every frame.

I also lowered the debug pointer coefficient. Boids moving at a normal
velocity are actually fast enough to draw a meaningful line. Maybe I'll
switch it into some kind of exponential space so small changes are
visible, and big changes don't draw a line all the way across the
screen.
2024-07-11 16:53:38 -05:00
8001bbceb9 Refactor alignment() to use velocity_of_boids 2024-07-11 16:23:53 -05:00
d2a9d1214a Refactor cohesion() to use center_of_boids()
I made the center_of_boids() and velocity_of_boids() functions so that
they can be reused in the debug overlay operations. I should probably
use them in the main system, too.
2024-07-11 16:13:34 -05:00
e38df137a8 Move util functions below systems functions
I'm trying to group the kinds of parts together so that they're easier
to locate.
2024-07-11 15:24:57 -05:00
336992573e Completed velocity pointer gizmo
Right-clicking toggles velocity sensing mode and the cursor gets a line
that indicates the average velocity of the targeted points.

There is a coefficient of 50.0 on the pointer magnitude. The boids move
so slowly that the line is very short without this magnification.

There is also something wrong with the math. The boids expand and slow
down, but the velocity vector does not reflect this. It *grows* slightly
and then stays at that size as the boids slowly approach a stop.

When writing the average velocity function, I realized that it is
**exactly** the same as the center of mass function. They're both just
averaging a bunch of points. Both functions are implemented as pass-
through calls to a general purpose Vec2 averaging function.

The `impl Iterator<...>...` *is* actually necessary because of the use
of `map()`s to filter out the boids parts from the spatial tree.
2024-07-11 14:46:36 -05:00
ac25a41f77 Fix: off-by-one in the boid count enumeration
`enumerate()` begins counting at 0, so I was dividing the sum by one
less than the count of boids. Thus the over-expanded result.

I should do unit testing.

I should rewrite this function to take the vector directly. I *know*
that the input is a vector at all times. Mmh.
2024-07-11 14:13:07 -05:00
a0d2e2b467 Debug draw CoM is working!... CoM has error
The debug tool can draw a center-of-mass dot, but it doesn't look like
a sensible location. Time to check on the math, I guess.
2024-07-11 14:02:55 -05:00
c75374a566 Cursor gizmo mode changing inputs are working 2024-07-11 11:14:56 -05:00
3b03be7dbf Scaffolding for selection & scanning modes
The gizmo currently draws as an annulus with the intention that it is an
area selection tool. These new components will serve as mode selectors
so that different selection modes can be used.
2024-07-11 09:32:37 -05:00
2cbe15e72b New DebugUI plugin
This plugin is meant to have some add-ons to interact with the
simulation to provide insight.

This first change adds a cursor under the mouse with the intention that
it's circle can be used as a reticule for targeting boids. Hovering over
a cluster and getting their CoM or velocities, for example.
2024-07-11 09:16:42 -05:00
9f37addb5f This is only a Boids project, now. Drop others.
The examples and learning plugins have outlived their usefulness, and
this repo already has substantial history in being a boids plugin. I'm
renaming the crate (and repo, but that isn't visible to git) to treat
this simply as a boids repo.
2024-07-11 08:33:33 -05:00
d99326d849 Braking function to slow all boids
This will help during debugging to prevent things from screaming around
the play area. Especially when the acceleration routines are unbounded
and can infinitely add energy to the system.
2024-07-10 16:27:21 -05:00
7eb65df7cf Alignment function complete, seems off... 2024-07-10 16:26:56 -05:00
1fc79ae7bb Spawn boids in larger ring so they don't pop apart
The separation function causes the boids to rush away from each other
when the simulation starts because they're all stacked at the origin.

Spawn them out in a ringso that this doesn't happen nearly as
aggressively.
2024-07-10 15:03:49 -05:00
806c23c620 Use 1.0 for steering, and small init velocity 2024-07-10 14:53:10 -05:00
8fb11fe800 Make cohesion() affect the acceleration 2024-07-10 14:38:41 -05:00
eb6d4b2e32 Further rewrite of cohesion to match separation 2024-07-10 14:35:46 -05:00