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.
555 lines
16 KiB
Rust
555 lines
16 KiB
Rust
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use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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use bevy_spatial::{
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kdtree::KDTree2, AutomaticUpdate, SpatialAccess, SpatialStructure, TransformMode,
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};
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const BACKGROUND_COLOR: Color = Color::srgb(0.4, 0.4, 0.4);
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const PLAYERBOID_COLOR: Color = Color::srgb(1.0, 0.0, 0.0);
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const TURN_FACTOR: f32 = 1.0;
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const BOID_VIEW_RANGE: f32 = 50.0;
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const COHESION_FACTOR: f32 = 1.0;
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const SEPARATION_FACTOR: f32 = 1.0;
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const ALIGNMENT_FACTOR: f32 = 1.0;
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const SPACEBRAKES_COEFFICIENT: f32 = 0.01;
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pub struct BoidsPlugin;
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impl Plugin for BoidsPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(
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AutomaticUpdate::<TrackedByKdTree>::new()
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// .with_frequency(Duration::from_secs_f32(0.3))
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.with_transform(TransformMode::GlobalTransform)
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.with_spatial_ds(SpatialStructure::KDTree2),
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)
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.add_systems(Startup, (spawn_camera, spawn_boids))
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.add_systems(
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FixedUpdate,
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(
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apply_velocity,
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turn_if_edge,
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check_keyboard,
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cohesion,
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separation,
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alignment,
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// space_brakes,
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),
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);
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}
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}
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#[derive(Component)]
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pub(crate) struct Boid;
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// It's a Boid, but with an extra component so the player
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// can control it from the keyboard
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#[derive(Component)]
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struct PlayerBoid;
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#[derive(Component, Deref, DerefMut)]
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pub(crate) struct Velocity(Vec3);
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#[derive(Component, Deref, DerefMut, PartialEq, Debug)]
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pub(crate) struct Force(Vec3);
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#[derive(Component)]
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pub(crate) struct TrackedByKdTree;
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#[derive(Bundle)]
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struct BoidBundle {
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boid: Boid,
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velocity: Velocity,
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accel: Force,
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spatial: TrackedByKdTree,
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}
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impl BoidBundle {
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fn new(vel: Vec3) -> Self {
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Self {
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boid: Boid,
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velocity: Velocity(vel),
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accel: Force(Vec3::ZERO),
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spatial: TrackedByKdTree,
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}
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}
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}
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fn spawn_camera(mut commands: Commands) {
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commands.spawn(Camera2dBundle::default());
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}
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fn spawn_boids(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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let num_boids = 1000;
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for i in 0..num_boids {
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let frac = 2.0 * std::f32::consts::PI / (num_boids as f32) * (i as f32);
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let vel = Vec3::new(frac.cos() * 1.0, frac.sin() * 1.0, 0.0) * 10.0;
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commands.spawn((
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BoidBundle::new(vel),
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MaterialMesh2dBundle {
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mesh: meshes.add(Circle::default()).into(),
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material: materials.add(Color::srgb(1.0, 1.0, 1.0)),
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transform: Transform {
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translation: vel * 20.0,
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..default()
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},
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..default()
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},
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));
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}
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commands.spawn((
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BoidBundle::new(Vec3::new(0.0, 0.0, 0.0)),
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PlayerBoid,
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MaterialMesh2dBundle {
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mesh: meshes.add(Triangle2d::default()).into(),
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material: materials.add(PLAYERBOID_COLOR),
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..default()
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},
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));
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}
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fn space_brakes(mut mobs: Query<&mut Force, With<Boid>>) {
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for mut accel in &mut mobs {
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let braking_dir = -accel.0 * SPACEBRAKES_COEFFICIENT;
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accel.0 += braking_dir;
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}
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}
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fn turn_if_edge(
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mut query: Query<(&mut Transform, &mut Velocity), With<Boid>>,
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window: Query<&Window>,
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) {
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if let Ok(window) = window.get_single() {
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let (width, height) = (window.resolution.width(), window.resolution.height());
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for (transform, mut velocity) in &mut query {
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let boid_pos = transform.translation.xy();
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if boid_pos.x <= -width / 2. + 50. {
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velocity.x += TURN_FACTOR;
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} else if boid_pos.x >= width / 2. - 50. {
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velocity.x -= TURN_FACTOR;
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}
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if boid_pos.y <= -height / 2. + 50. {
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velocity.y += TURN_FACTOR;
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} else if boid_pos.y >= height / 2. - 50. {
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velocity.y -= TURN_FACTOR;
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}
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}
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} else {
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panic!("System turn_if_edge(...) got an Err(_) when getting the window properties");
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}
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}
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fn apply_velocity(
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mut query: Query<(&mut Transform, &Velocity, &mut Force)>,
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time: Res<Time>,
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) {
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for (mut transform, velocity, mut acceleration) in &mut query {
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let delta_v = **acceleration * time.delta_seconds();
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**acceleration = Vec3::ZERO;
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let delta_position = (**velocity + delta_v) * time.delta_seconds();
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transform.translation += delta_position;
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}
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}
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fn check_keyboard(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut app_exit_events: ResMut<Events<bevy::app::AppExit>>,
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mut query: Query<&mut Velocity, With<PlayerBoid>>,
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) {
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if keyboard_input.just_pressed(KeyCode::KeyQ) {
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app_exit_events.send(bevy::app::AppExit::Success);
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}
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let mut pvelocity = query.single_mut();
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let mut dir = Vec2::ZERO;
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if keyboard_input.pressed(KeyCode::ArrowLeft) {
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dir.x -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::ArrowRight) {
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dir.x += 1.0;
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}
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if keyboard_input.pressed(KeyCode::ArrowDown) {
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dir.y -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::ArrowUp) {
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dir.y += 1.0;
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}
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**pvelocity = **pvelocity + dir.extend(0.0);
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}
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fn cohesion(
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spatial_tree: Res<KDTree2<TrackedByKdTree>>,
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mut boids: Query<(&Transform, &mut Force), With<Boid>>,
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) {
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// for each boid
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// find neighbors
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// find center-of-mass of neighbors
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// find vector from boid to flock CoM
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// apply force
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for (transform, mut acceleration) in &mut boids {
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let neighbors = spatial_tree.within_distance(transform.translation.xy(), BOID_VIEW_RANGE);
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if let Some(center_mass) = center_of_boids(neighbors.iter().map(|boid| boid.0)) {
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let force = cohesive_force(center_mass, transform.translation.xy());
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acceleration.0 += *force * COHESION_FACTOR;
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}
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}
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}
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fn separation(
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spatial_tree: Res<KDTree2<TrackedByKdTree>>,
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mut boids: Query<(&Transform, &mut Force), With<Boid>>,
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) {
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// for each boid
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// find neighbors
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// sum force from neighbors
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// apply force
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for (boid_transform, mut boid_acceleration) in &mut boids {
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let neighbors =
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spatial_tree.within_distance(boid_transform.translation.xy(), BOID_VIEW_RANGE / 4.0);
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let accel = neighbors.iter().map(|(pos, _)| pos.extend(0.0)).fold(
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Vec3::ZERO,
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|accumulator, neighbor| {
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let force = separation_force(boid_transform.translation.xy(), neighbor.xy());
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accumulator + *force * SEPARATION_FACTOR
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},
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);
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boid_acceleration.0 += accel;
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}
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}
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fn alignment(
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spatial_tree: Res<KDTree2<TrackedByKdTree>>,
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mut boids: Query<(&Transform, &Velocity, &mut Force), With<Boid>>,
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boid_velocities: Query<&Velocity, With<Boid>>,
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) {
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// for each boid
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// find neighbors
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// find average velocity vector of neighbors
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// calculate steering force
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// perpendicular so that magnitude is constant
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// apply steering force
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for (transform, velocity, mut acceleration) in &mut boids {
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let neighbors = spatial_tree.within_distance(transform.translation.xy(), BOID_VIEW_RANGE);
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// averaging divides by length. Guard against an empty set of neighbors
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// so that we don't divide by zero.
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if neighbors.len() > 0 {
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if let Some(avg_velocity) =
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velocity_of_boids(neighbors.iter().map(|(vel, opt_entity)| {
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// I've observed no panics in the old version, nor the debug_plugins version
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// I'm not clear on the conditions that cause a None option, but I want to
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// crash when I find one.
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let entity_id = opt_entity.unwrap_or_else(|| panic!("Boid has no Entity ID!"));
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let vel = boid_velocities
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.get(entity_id)
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.unwrap_or_else(|_| panic!("Boid has no velocity!"));
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(*vel).xy()
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}))
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{
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let deviation = -velocity.0 + avg_velocity.extend(0.0);
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acceleration.0 += deviation * ALIGNMENT_FACTOR;
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}
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}
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}
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}
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pub(crate) fn center_of_boids(points: impl Iterator<Item = Vec2>) -> Option<Vec2> {
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average_of_vec2s(points)
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}
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pub(crate) fn velocity_of_boids(points: impl Iterator<Item = Vec2>) -> Option<Vec2> {
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average_of_vec2s(points)
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}
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fn average_of_vec2s(points: impl Iterator<Item = Vec2>) -> Option<Vec2> {
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// Average the points by summing them all together, and dividing by
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// the total count.
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// Passing the points as an iterator means we lose the length of the
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// list. The `.enumerate()` iterator reintroduces that count.
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let mut points = points.enumerate();
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// Empty iterators have no points and so no center of mass.
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// Try to get the first one, but exit with None if it doesn't yield.
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let init = points.next()?;
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// if we get one, fold all the remaining values into it.
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let (len, sum) = points.fold(init, |(len, sum), (idx, point)| {
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// replace length with most recent index
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// add running sum & new point for new running sum
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(idx, sum + point)
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});
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let avg = sum / ((len + 1) as f32);
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Some(avg)
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}
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// f(x) = 4((x-0.5)^3 + 0.125)
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fn cohesive_force(boid: Vec2, target: Vec2) -> Force {
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let deviation = target - boid;
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/*
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Scale deviation vector by the boid's view range. The curve is made to
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operate on the range (0, 1), so that needs to be the viewing circle.
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*/
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let scaled = deviation / BOID_VIEW_RANGE;
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let mag = scaled.length();
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let cube: f32 = (mag - 0.5).powf(3.0);
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let offset = cube + 0.125;
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let mul = offset * 4.0;
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// It's necessary to re-normalize the scaled vector here.
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// This is because it needs to be a unit vector before getting a new
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// magnitude assigned.
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let force_vec = mul * scaled.normalize();
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Force(force_vec.extend(0.0))
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}
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// f(x) = x^2 - 1
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fn separation_force(boid: Vec2, target: Vec2) -> Force {
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// Scale from BOID_VIEW_RANGE to unit space
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let distance_unit = (target - boid) / BOID_VIEW_RANGE;
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let mag = distance_unit.length();
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let force_mag = mag.powf(2.0) - 1.0;
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let force = force_mag * distance_unit.normalize();
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Force(force.extend(0.0))
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}
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#[cfg(test)]
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mod tests{
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use bevy::prelude::*;
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use crate::birdoids_plugin::{
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cohesive_force, separation_force
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};
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use super::{
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BOID_VIEW_RANGE,
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Force,
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};
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// forces are relative to the boid's view range, so all
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// distances need to be fractions of that
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#[test]
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fn check_cohesion_zero_zero() {
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let force = cohesive_force(Vec2::ZERO, Vec2::ZERO);
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eprintln!("Cohesive force of overlapping points: {}", *force);
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panic!()
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}
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// *********************
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// Cohesion x-axis tests
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// *********************
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#[test]
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fn check_cohesion_midpoint_x_positive(){
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// Pull right 0.5 units
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assert_eq!(
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Force(Vec3::new(0.5, 0.0, 0.0)),
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cohesive_force(
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Vec2::new(0.0, 0.0),
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Vec2::new(0.5 * BOID_VIEW_RANGE, 0.0),
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)
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);
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}
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#[test]
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fn check_cohesion_midpoint_x_negative(){
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// Pull left 0.5 units
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assert_eq!(
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Force(Vec3::new(-0.5, 0.0, 0.0)),
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cohesive_force(
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Vec2::new(0.0, 0.0),
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Vec2::new(-0.5 * BOID_VIEW_RANGE, 0.0),
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)
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);
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}
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#[test]
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fn check_cohesion_edge_x_positive() {
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// pull left 1.0 units
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assert_eq!(
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Force(Vec3::new(1.0, 0.0, 0.0)),
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cohesive_force(
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Vec2::new(0.0, 0.0),
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Vec2::new(1.0 * BOID_VIEW_RANGE, 0.0),
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)
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);
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}
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#[test]
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fn check_cohesion_edge_x_negative() {
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// pull left 1.0 units
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assert_eq!(
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Force(Vec3::new(-1.0, 0.0, 0.0)),
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cohesive_force(
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Vec2::new(0.0, 0.0),
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Vec2::new(-1.0 * BOID_VIEW_RANGE, 0.0),
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)
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);
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}
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// *********************
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// Cohesion y-axis tests
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// *********************
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#[test]
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fn check_cohesion_midpoint_y_positive(){
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// Pull up 0.5 units
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assert_eq!(
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Force(Vec3::new(0.0, 0.5, 0.0)),
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cohesive_force(
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Vec2::new(0.0, 0.0),
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Vec2::new(0.0, 0.5 * BOID_VIEW_RANGE),
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)
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);
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}
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#[test]
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fn check_cohesion_midpoint_y_negative(){
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// Pull down 0.5 units
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assert_eq!(
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Force(Vec3::new(0.0, -0.5, 0.0)),
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cohesive_force(
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Vec2::new(0.0, 0.0),
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Vec2::new(0.0, -0.5 * BOID_VIEW_RANGE),
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)
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);
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}
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#[test]
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fn check_cohesion_edge_y_positive() {
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// Pull up 1.0 units
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assert_eq!(
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Force(Vec3::new(0.0, 1.0, 0.0)),
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cohesive_force(
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Vec2::new(0.0, 0.0),
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Vec2::new(0.0, 1.0 * BOID_VIEW_RANGE)
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)
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);
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}
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#[test]
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fn check_cohesion_edge_y_negative() {
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// pull down 0.2 units
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assert_eq!(
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Force(Vec3::new(0.0, -1.0, 0.0)),
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cohesive_force(
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Vec2::new(0.0, 0.0),
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Vec2::new(0.0, -1.0 * BOID_VIEW_RANGE),
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)
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);
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}
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// Separation 0,0 test
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#[test]
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fn check_separation_zero_zero() {
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let force = separation_force(
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Vec2::ZERO,
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Vec2::ZERO
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);
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eprintln!("Separation force of overlapping points: {}", *force);
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panic!()
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}
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// *********************
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// Separation x-axis tests
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// *********************
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#[test]
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fn check_separation_midpoint_x_positive(){
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assert_eq!(
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Force(Vec3::new(0.75, 0.0, 0.0)), // expected force
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separation_force(
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Vec2::new(0.5 * BOID_VIEW_RANGE, 0.0), // boid position
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Vec2::ZERO, // obstacle position
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)
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);
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}
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|
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#[test]
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fn check_separation_midpoint_x_negative(){
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assert_eq!(
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Force(Vec3::new(-0.75, 0.0, 0.0)), // expected force
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separation_force(
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Vec2::new(-0.5 * BOID_VIEW_RANGE, 0.0), // boid position
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Vec2::ZERO, // obstacle position
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)
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);
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}
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#[test]
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fn check_separation_edge_x_positive() {
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assert_eq!(
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Force(Vec3::ZERO),
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separation_force(
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Vec2::new(1.0 * BOID_VIEW_RANGE, 0.0),
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Vec2::ZERO,
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),
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);
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}
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#[test]
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fn check_separation_edge_x_negative() {
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assert_eq!(
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Force(Vec3::ZERO),
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separation_force(
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Vec2::new(-1.0 * BOID_VIEW_RANGE, 0.0),
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Vec2::ZERO,
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),
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);
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}
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// *********************
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// Separation y-axis tests
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// *********************
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#[test]
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fn check_separation_midpoint_y_positive(){
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assert_eq!(
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Force(Vec3::new(0.0, 0.75, 0.0)),
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separation_force(
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Vec2::new(0.0, 0.5 * BOID_VIEW_RANGE),
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Vec2::ZERO,
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)
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);
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}
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|
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#[test]
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fn check_separation_midpoint_y_negative(){
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assert_eq!(
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Force(Vec3::new(0.0, -0.75, 0.0)),
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separation_force(
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Vec2::new(0.0, -0.5 * BOID_VIEW_RANGE),
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|
Vec2::ZERO,
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|
)
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|
);
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|
}
|
|
|
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#[test]
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|
fn check_separation_edge_y_positive() {
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|
assert_eq!(
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|
Force(Vec3::ZERO),
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|
separation_force(
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|
Vec2::new(0.0, 1.0 * BOID_VIEW_RANGE),
|
|
Vec2::ZERO,
|
|
)
|
|
)
|
|
}
|
|
|
|
#[test]
|
|
fn check_separation_edge_y_negative() {
|
|
assert_eq!(
|
|
Force(Vec3::ZERO),
|
|
separation_force(
|
|
Vec2::new(0.0, -1.0 * BOID_VIEW_RANGE),
|
|
Vec2::ZERO,
|
|
)
|
|
)
|
|
}
|
|
}
|