#include "boid-playground.hpp" #include "raycast.hpp" #include "rprof.h" #include "boid-list.hpp" #include static float vector2_atan2(Vector2 a) { return std::atan2(a.y, a.x); } static Vector2 vector2_mul_value(Vector2 v, float value) { return { v.x * value, v.y * value }; } static Vector2 vector2_div_value(Vector2 v, float value) { return { v.x / value, v.y / value }; } static Vector2 vector2_from_angle(float angle) { return { std::cos(angle), std::sin(angle) }; } static Vector2 get_center_point(std::vector &points) { Vector2 center = { 0, 0 }; for (int i = 0; i < points.size(); i++) { center.x += points[i].x; center.y += points[i].y; } center.x /= points.size(); center.y /= points.size(); return center; } static void fill_avoidance_ray_angles(float *rays, int ray_count, float ray_angle) { DEBUG_ASSERT(ray_count >= 1 && "Ray count must be at least 1"); DEBUG_ASSERT(((ray_count - 1) % 2 == 0) && "Ray count must be a multiple of 2n+1"); rays[0] = 0; int side_ray_count = ((ray_count-1)/2); float ray_angle_step = ray_angle / side_ray_count; for (int i = 0; i < side_ray_count; i++) { rays[2*i+0 + 1] = ray_angle_step * (i+1); rays[2*i+1 + 1] = -ray_angle_step * (i+1); } } static Vector2 get_collision_avoidance_dir(World *world, Boid *boid) { int ray_count = world->collision_avoidance_ray_count * 2 + 1; float ray_angles[ray_count]; fill_avoidance_ray_angles(ray_angles, ray_count, world->collision_avoidance_ray_angle); int best_avoidance = -1; Vector2 avoidance_dir = { 0, 0 }; float facing = std::atan2(boid->dir.y, boid->dir.x); bool got_hit = false; RayHitResult hit_results[ray_count]; for (int i = 0; i < ray_count; i++) { Vector2 ray_dir = vector2_from_angle(facing + ray_angles[i]); get_intersect_with_world(&hit_results[i], boid->pos, ray_dir, world); if (hit_results[i].hit != -1 && hit_results[i].hit <= world->collision_avoidance_distance) { got_hit = true; } if (hit_results[i].hit > hit_results[best_avoidance].hit || best_avoidance == -1) { avoidance_dir = ray_dir; best_avoidance = i; } } if (got_hit) { return avoidance_dir; } else { return { 0, 0 }; } } static int count_out_of_bounds_boids(World *world) { int count = 0; for (int i = 0; i < world->boids.size(); i++) { Vector2 *pos = &world->boids[i].pos; bool x_out_of_bounds = (pos->x <= 0 || pos->x >= world->size.x); bool y_out_of_bounds = (pos->y <= 0 || pos->y >= world->size.y); if (x_out_of_bounds || y_out_of_bounds) { count++; } } return count; } static void print_m256_f32(__m256 value) { float *value_f32 = (float*)&value; printf("%f", value_f32[0]); for (int i = 1; i < 8; i++) { printf(",%f", value_f32[i]); } printf("\n"); } // -------------------- Init/Cleanup ------------------------ static void boid_rand_init(World *world, Boid *boid, float border) { float world_width = world->size.x; float world_height = world->size.y; boid->pos.x = GetRandomValue(border, world_width-border); boid->pos.y = GetRandomValue(border, world_height-border); float facing = GetRandomValue(0, 2*PI); boid->dir = Vector2Rotate({ 1, 0 }, facing); boid->speed = GetRandomValue(world->min_speed, world->max_speed); } static void world_init(World *world, float width, float height) { arena_init(&world->frame_arena, 1024 * 1024 * 256); world->size = { width, height }; } static void world_free(World *world) { arena_free(&world->frame_arena); } // --------------------- Update ----------------------- static int interactions = 0; static int nearest_multiple(int num, int divisor) { return (num / divisor + (num % divisor > 0 ? 1 : 0)) * divisor; } // b2b = boid to boid comparison static void assign_local_boids_b2b(World *world, BoidList *local_boids, uboid_t from_boid, uboid_t to_boid, Vector2 offset, float length_sqr) { assert(to_boid != from_boid); // Simplified from: float dot_threshold = Vector2DotProduct(dir, Vector2Rotate(dir, world->view_angle/2)); float dot_threshold = cosf(world->view_angle/2); bool with_in_range = length_sqr <= (world->view_radius * world->view_radius); if (with_in_range) { interactions++; Vector2 normalized = offset; if (length_sqr != 0) { float ilength = 1.0f/sqrtf(length_sqr); normalized.x *= ilength; normalized.y *= ilength; } // printf("----\n"); // printf("boid:%d->%d, lengths_sqr:%f, offset:(%f,%f), look:(%f,%f)\n", from_boid, to_boid, lengths_sqr, offset.x, offset.y, boids[from_boid].dir.x, boids[from_boid].dir.y); Boid *boids = world->boids.data(); if (Vector2DotProduct(boids[from_boid].dir, Vector2Negate(normalized)) >= dot_threshold) { boid_list_append(&world->frame_arena, &local_boids[from_boid], to_boid); } if (Vector2DotProduct(boids[to_boid].dir, normalized) >= dot_threshold) { boid_list_append(&world->frame_arena, &local_boids[to_boid], from_boid); } } } // b2l = boid to (list of boids) comparison static void assign_local_boids_b2l(World *world, BoidList *local_boids, uboid_t from_boid, uboid_t *to_boids, uboid_t to_boids_count) { Boid *boids = world->boids.data(); int to_boids_count_8 = nearest_multiple(to_boids_count, 8); Vector2 to_positions[to_boids_count_8]; for (int i = 0; i < to_boids_count; i++) { to_positions[i] = boids[to_boids[i]].pos; } // Vector2 offsets[to_boids_count_8]; // vector2_sub_simd8(offsets, boids[from_boid].pos, to_positions, to_boids_count_8); // float lengths_sqrs[to_boids_count_8]; // vector2_length_sqr_simd8(lengths_sqrs, offsets, to_boids_count_8); for (int i = 0; i < to_boids_count; i++) { uint16_t to_boid = to_boids[i]; // Vector2 offset = offsets[i]; // float lengths_sqr = lengths_sqrs[i]; Vector2 offset = Vector2Subtract(boids[from_boid].pos, boids[to_boid].pos); float lengths_sqr = Vector2LengthSqr(offset); assign_local_boids_b2b(world, local_boids, from_boid, to_boid, offset, lengths_sqr); } } static void vector2_list_to_simd8(Vector2 *vecs, int vec_count, __m256 *vecs_x, __m256 *vecs_y) { assert(vec_count % 8 == 0 && "Vector2 count must be divisible by 8"); for (int i = 0; i < vec_count/8; i++) { vecs_x[i] = _mm256_set_ps( vecs[8*i+7].x, vecs[8*i+6].x, vecs[8*i+5].x, vecs[8*i+4].x, vecs[8*i+3].x, vecs[8*i+2].x, vecs[8*i+1].x, vecs[8*i+0].x ); vecs_y[i] = _mm256_set_ps( vecs[8*i+7].y, vecs[8*i+6].y, vecs[8*i+5].y, vecs[8*i+4].y, vecs[8*i+3].y, vecs[8*i+2].y, vecs[8*i+1].y, vecs[8*i+0].y ); } } static void world_update(World *world, float dt) { if (world->freeze) return; MemoryArena *arena = &world->frame_arena; arena_clear(arena); Boid *boids = world->boids.data(); int boid_count = world->boids.size(); assert(boid_count <= MAX_BOIDS); RPROF_START("Alloc groups"); BoidList *all_local_boids = (BoidList*)arena_malloc(arena, boid_count * sizeof(BoidList)); for (int i = 0; i < boid_count; i++) { boid_list_init(&all_local_boids[i]); } RPROF_STOP(); size_t alloc_chunks = world->frame_arena.offset; float chunk_size = std::max(world->view_radius, 15.0f); int chunks_wide = std::ceil(world->size.x / chunk_size) + 1; int chunks_high = std::ceil(world->size.y / chunk_size) + 1; RPROF_START("Alloc chunks"); BoidList *chunks[chunks_high][chunks_wide]; for (int y = 0; y < chunks_high; y++) { for (int x = 0; x < chunks_wide; x++) { chunks[y][x] = (BoidList*)arena_malloc(arena, sizeof(BoidList)); boid_list_init(chunks[y][x]); } } RPROF_STOP(); RPROF_START("Creating chunks"); for (int i = 0; i < boid_count; i++) { Boid *boid = &boids[i]; int chunk_x = boid->pos.x / chunk_size; int chunk_y = boid->pos.y / chunk_size; boid_list_append(arena, chunks[chunk_y][chunk_x], i); } RPROF_STOP(); RPROF_START("Extracting boid positions"); Vector2 *boid_dirs = (Vector2*)arena_malloc(arena, sizeof(Vector2)*boid_count); Vector2 *boid_positions = (Vector2*)arena_malloc(arena, sizeof(Vector2)*boid_count); for (int i = 0; i < boid_count; i++) { boid_positions[i] = boids[i].pos; boid_dirs[i] = boids[i].dir; } RPROF_STOP(); int chunk_cmps = 0; RPROF_START("Calc dot products and ranges (chunked)"); // TODO: Use temp memory arena inside this profile block // int32_t *in_range_mask_f32 = (int32_t*)arena_malloc(arena, sizeof(int32_t)*8, 32); int32_t *do_append_mask1_f32 = (int32_t*)arena_malloc(arena, sizeof(int32_t)*8, 32); int32_t *do_append_mask2_f32 = (int32_t*)arena_malloc(arena, sizeof(int32_t)*8, 32); for (int y = 0; y < chunks_high; y++) { Vector2 neighbours[] = { { 1, 0 }, { 0, 1 }, { 1, 1 }, { -1, 1 } }; struct b2l_cmp { uboid_t from; uboid_t *to_list; uboid_t to_list_count; __m256 *to_list_pos_x; __m256 *to_list_pos_y; __m256 *to_list_dir_x; __m256 *to_list_dir_y; int to_list_pos_count; }; for (int x = 0; x < chunks_wide; x++) { BoidList *chunk = chunks[y][x]; if (chunk->count == 0) continue; std::vector b2l_cmps; // TODO: remove usage of std::vec, it is kinda slow b2l_cmps.reserve(64); uboid_t chunk_boids[chunk->count]; Vector2 chunk_boids_pos[chunk->count + 8]; Vector2 chunk_boids_dir[chunk->count + 8]; memset(chunk_boids_pos, 0, sizeof(Vector2) * (chunk->count + 8)); boid_list_to_array(chunk_boids, chunk); for (int i = 0; i < chunk->count; i++) { uboid_t boid = chunk_boids[i]; chunk_boids_pos[i] = boid_positions[boid]; chunk_boids_dir[i] = boid_dirs[boid]; } for (int i = 0; i < chunk->count-1; i++) { uboid_t from_boid = chunk_boids[i]; uboid_t *to_boids = &chunk_boids[i+1]; uboid_t to_boids_count = chunk->count-i-1; Vector2 *to_chunk_boids_pos = &chunk_boids_pos[i+1]; Vector2 *to_chunk_boids_dir = &chunk_boids_dir[i+1]; b2l_cmp cmp = {}; cmp.from = from_boid; cmp.to_list = to_boids; cmp.to_list_count = to_boids_count; int to_boids_count_8 = nearest_multiple(to_boids_count, 8); cmp.to_list_pos_count = to_boids_count_8/8; cmp.to_list_pos_x = (__m256*)arena_malloc(arena, sizeof(__m256) * cmp.to_list_pos_count, sizeof(__m256)); cmp.to_list_pos_y = (__m256*)arena_malloc(arena, sizeof(__m256) * cmp.to_list_pos_count, sizeof(__m256)); cmp.to_list_dir_x = (__m256*)arena_malloc(arena, sizeof(__m256) * cmp.to_list_pos_count, sizeof(__m256)); cmp.to_list_dir_y = (__m256*)arena_malloc(arena, sizeof(__m256) * cmp.to_list_pos_count, sizeof(__m256)); vector2_list_to_simd8(to_chunk_boids_pos, to_boids_count_8, cmp.to_list_pos_x, cmp.to_list_pos_y); vector2_list_to_simd8(to_chunk_boids_dir, to_boids_count_8, cmp.to_list_dir_x, cmp.to_list_dir_y); b2l_cmps.push_back(cmp); } for (int i = 0; i < ARRAY_LEN(neighbours); i++) { int chunk_y = y + neighbours[i].y; int chunk_x = x + neighbours[i].x; if (chunk_y < 0 || chunk_y >= chunks_high) continue; if (chunk_x < 0 || chunk_x >= chunks_wide) continue; BoidList *neighbour_chunk = chunks[chunk_y][chunk_x]; if (neighbour_chunk->count == 0) continue; // TODO: alloc 'neighbour_ids' into scratch arena uboid_t *neighbour_ids = (uboid_t*)arena_malloc(arena, sizeof(uboid_t)*neighbour_chunk->count); boid_list_to_array(neighbour_ids, neighbour_chunk); Vector2 neighbour_boids_pos[neighbour_chunk->count + 8]; Vector2 neighbour_boids_dir[neighbour_chunk->count + 8]; memset(neighbour_boids_pos, 0, sizeof(Vector2) * (neighbour_chunk->count + 8)); for (int i = 0; i < neighbour_chunk->count; i++) { neighbour_boids_pos[i] = boid_positions[neighbour_ids[i]]; neighbour_boids_dir[i] = boid_dirs[neighbour_ids[i]]; } int to_boids_count_8 = nearest_multiple(neighbour_chunk->count, 8); __m256 *to_list_pos_x = (__m256*)arena_malloc(arena, sizeof(__m256) * to_boids_count_8/8, sizeof(__m256)); __m256 *to_list_pos_y = (__m256*)arena_malloc(arena, sizeof(__m256) * to_boids_count_8/8, sizeof(__m256)); __m256 *to_list_dir_x = (__m256*)arena_malloc(arena, sizeof(__m256) * to_boids_count_8/8, sizeof(__m256)); __m256 *to_list_dir_y = (__m256*)arena_malloc(arena, sizeof(__m256) * to_boids_count_8/8, sizeof(__m256)); vector2_list_to_simd8(neighbour_boids_pos, to_boids_count_8, to_list_pos_x, to_list_pos_y); vector2_list_to_simd8(neighbour_boids_dir, to_boids_count_8, to_list_dir_x, to_list_dir_y); uboid_t boid1; BoidsListNodeIterator it1 = boid_list_get_iterator(chunk); while (boid_list_iterator_next(&it1, &boid1)) { b2l_cmp cmp = {}; cmp.from = boid1; cmp.to_list = neighbour_ids; cmp.to_list_count = neighbour_chunk->count; cmp.to_list_pos_x = to_list_pos_x; cmp.to_list_pos_y = to_list_pos_y; cmp.to_list_dir_x = to_list_dir_x; cmp.to_list_dir_y = to_list_dir_y; cmp.to_list_pos_count = to_boids_count_8/8; b2l_cmps.push_back(cmp); } } for (int i = 0; i < b2l_cmps.size(); i++) { b2l_cmp *cmp = &b2l_cmps[i]; uboid_t from_boid = cmp->from; Vector2 from_pos = boid_positions[from_boid]; Vector2 from_dir = boid_dirs[from_boid]; float view_radius_sqr = world->view_radius * world->view_radius; // Simplified from: float dot_threshold = Vector2DotProduct(dir, Vector2Rotate(dir, world->view_angle/2)); float dot_threshold_single = cosf(world->view_angle/2); __m256 dot_threshold = _mm256_set1_ps(dot_threshold_single); __m256 view_radius = _mm256_set1_ps(view_radius_sqr); __m256 from_pos_x = _mm256_set1_ps(from_pos.x); __m256 from_pos_y = _mm256_set1_ps(from_pos.y); __m256 from_dir_x = _mm256_set1_ps(from_dir.x); __m256 from_dir_y = _mm256_set1_ps(from_dir.y); __m256 zero = _mm256_set1_ps(0); __m256 negative_one = _mm256_set1_ps(-1); __m256i to_list_count = _mm256_set1_epi32(cmp->to_list_count); for (int j = 0; j < cmp->to_list_pos_count; j++) { __m256 to_pos_x = cmp->to_list_pos_x[j]; __m256 to_pos_y = cmp->to_list_pos_y[j]; __m256 to_dir_x = cmp->to_list_dir_x[j]; __m256 to_dir_y = cmp->to_list_dir_y[j]; __m256 sub_x = _mm256_sub_ps(from_pos_x, to_pos_x); __m256 sub_y = _mm256_sub_ps(from_pos_y, cmp->to_list_pos_y[j]); __m256 x_sqr = _mm256_mul_ps(sub_x, sub_x); __m256 length_sqr = _mm256_fmadd_ps(sub_y, sub_y, x_sqr); __m256i in_range_mask = (__m256i)_mm256_cmp_ps(length_sqr, view_radius, _CMP_LE_OQ); __m256 is_length_zero = _mm256_cmp_ps(length_sqr, zero, _CMP_EQ_OQ); __m256 ilength = _mm256_blendv_ps(_mm256_rsqrt_ps(length_sqr), zero, is_length_zero); __m256 x_norm = _mm256_mul_ps(sub_x, ilength); __m256 y_norm = _mm256_mul_ps(sub_y, ilength); __m256 x_neg_norm = _mm256_mul_ps(x_norm, negative_one); __m256 y_neg_norm = _mm256_mul_ps(y_norm, negative_one); __m256 dot_product1 = _mm256_fmadd_ps(from_dir_y, y_neg_norm, _mm256_mul_ps(from_dir_x, x_neg_norm)); __m256 in_angle_mask1 = _mm256_cmp_ps(dot_product1, dot_threshold, _CMP_GE_OQ); __m256 do_append_mask1 = _mm256_and_ps(in_angle_mask1, (__m256)in_range_mask); __m256 dot_product2 = _mm256_fmadd_ps(to_dir_y, y_norm, _mm256_mul_ps(to_dir_x, x_norm)); __m256 in_angle_mask2 = _mm256_cmp_ps(dot_product2, dot_threshold, _CMP_GE_OQ); __m256 do_append_mask2 = _mm256_and_ps(in_angle_mask2, (__m256)in_range_mask); _mm256_store_ps((float*)do_append_mask1_f32, do_append_mask1); _mm256_store_ps((float*)do_append_mask2_f32, do_append_mask2); for (int k = 0; k < 8; k++) { uboid_t to_boid_idx = 8*j + k; if (to_boid_idx >= cmp->to_list_count) break; uboid_t to_boid = cmp->to_list[to_boid_idx]; if (do_append_mask1_f32[k]) { boid_list_append(&world->frame_arena, &all_local_boids[from_boid], to_boid); interactions++; } if (do_append_mask2_f32[k]) { boid_list_append(&world->frame_arena, &all_local_boids[to_boid], from_boid); interactions++; } } } } /* uboid_t chunk_boids[chunk->count]; boid_list_to_array(chunk_boids, chunk); for (int i = 0; i < chunk->count-1; i++) { uboid_t from_boid = chunk_boids[i]; uboid_t *to_boids = &chunk_boids[i+1]; uboid_t to_boids_count = chunk->count-i-1; assign_local_boids_b2l(world, all_local_boids, from_boid, to_boids, to_boids_count); } for (int i = 0; i < ARRAY_LEN(neighbours); i++) { int chunk_y = y + neighbours[i].y; int chunk_x = x + neighbours[i].x; if (chunk_y < 0 || chunk_y >= chunks_high) continue; if (chunk_x < 0 || chunk_x >= chunks_wide) continue; BoidList *neighbour_chunk = chunks[chunk_y][chunk_x]; if (neighbour_chunk->count == 0) continue; uboid_t neighbour_ids[neighbour_chunk->count]; boid_list_to_array(neighbour_ids, neighbour_chunk); uboid_t boid1; BoidsListNodeIterator it1 = boid_list_get_iterator(chunk); while (boid_list_iterator_next(&it1, &boid1)) { assign_local_boids_b2l(world, all_local_boids, boid1, neighbour_ids, neighbour_chunk->count); } } */ } } RPROF_STOP(); RPROF_START("Apply forces"); for (int i = 0; i < boid_count; i++) { Boid *boid = &world->boids[i]; Vector2 acc = { 0, 0 }; BoidList *local_boids = &all_local_boids[i]; if (local_boids->count > 0) { Vector2 separation_force = { 0, 0 }; Vector2 flock_center = { 0, 0 }; Vector2 flock_heading = { 0, 0 }; uboid_t local_boid_id; BoidsListNodeIterator it = boid_list_get_iterator(local_boids); while (boid_list_iterator_next(&it, &local_boid_id)) { Boid *local_boid = &boids[local_boid_id]; flock_heading = Vector2Add(flock_heading, local_boid->dir); flock_center = Vector2Add(flock_center , local_boid->pos); Vector2 pos_diff = Vector2Subtract(boid->pos, local_boid->pos); float dist_sqr = Vector2LengthSqr(pos_diff); if (dist_sqr <= world->separation_radius * world->separation_radius) { separation_force = Vector2Add(separation_force, vector2_div_value(pos_diff, dist_sqr)); } } flock_center = vector2_div_value(flock_center, local_boids->count); Vector2 alignment_force = Vector2Normalize(flock_heading); acc = Vector2Add(acc, vector2_mul_value(alignment_force, world->alignment_strength)); Vector2 cohesion_force = Vector2Normalize(Vector2Subtract(flock_center, boid->pos)); acc = Vector2Add(acc, vector2_mul_value(cohesion_force, world->cohesion_strength)); separation_force = Vector2Normalize(separation_force); acc = Vector2Add(acc, vector2_mul_value(separation_force, world->separation_strength)); } // Apply obstacle avoidance to accelaration Vector2 collision_avoidance = get_collision_avoidance_dir(world, boid); acc = Vector2Add(acc, vector2_mul_value(collision_avoidance, world->collision_avoidance_strength)); acc = vector2_mul_value(acc, world->max_speed); // Clamp accelaration Vector2 clamped_acc = acc; float acc_size = Vector2Length(acc); if (acc_size > world->max_steer_speed) { clamped_acc = vector2_mul_value(Vector2Normalize(acc), world->max_steer_speed); } // Apply accelaration Vector2 velocity = Vector2Multiply(boid->dir, { boid->speed, boid->speed }); velocity = Vector2Add(velocity, vector2_mul_value(clamped_acc, dt)); boid->dir = Vector2Normalize(velocity); boid->speed = Vector2Length(velocity); boid->speed = Clamp(boid->speed, world->min_speed, world->max_speed); Vector2 step = vector2_mul_value(boid->dir, boid->speed * dt); Vector2 target_pos = Vector2Add(boid->pos, step); // Check collisions RayHitResult hit_result; get_intersect_with_world(&hit_result, target_pos, step, world); if (hit_result.hit == -1 || hit_result.hit > 2) { boid->pos = target_pos; } if (world->looping_walls) { if (boid->pos.x >= world->size.x) { boid->pos.x -= world->size.x; } else if (boid->pos.x < 0) { boid->pos.x += world->size.x; } if (boid->pos.y >= world->size.y) { boid->pos.y -= world->size.y; } else if (boid->pos.y < 0) { boid->pos.y += world->size.y; } } else { if (boid->pos.x >= world->size.x) { boid->pos.x = world->size.x-1; } else if (boid->pos.x < 0) { boid->pos.x = 0; } if (boid->pos.y >= world->size.y) { boid->pos.y = world->size.y-1; } else if (boid->pos.y < 0) { boid->pos.y = 0; } } } RPROF_STOP(); } // --------------------- Draw ------------------------ static void draw_obstacle(Obstacle *obstacle, Color color) { std::vector *points = &obstacle->points; int point_count = points->size(); rlBegin(RL_TRIANGLES); { rlColor4ub(color.r, color.g, color.b, color.a); for (int j = 0; j < point_count-1; j++) { Vector2 *point1 = &(*points)[j]; Vector2 *point2 = &(*points)[j+1]; rlVertex2f(point1->x, point1->y); rlVertex2f(obstacle->center.x, obstacle->center.y); rlVertex2f(point2->x, point2->y); } rlVertex2f((*points)[point_count-1].x, (*points)[point_count-1].y); rlVertex2f(obstacle->center.x, obstacle->center.y); rlVertex2f((*points)[0].x, (*points)[0].y); } rlEnd(); } static void draw_obstacle_avoidance_rays(Visuals *visuals, World *world, Boid *boid) { Vector2 pos = boid->pos; int ray_count = world->collision_avoidance_ray_count * 2 + 1; float ray_angles[ray_count]; fill_avoidance_ray_angles(ray_angles, ray_count, world->collision_avoidance_ray_angle); float facing = std::atan2(boid->dir.y, boid->dir.x); for (int i = 0; i < ray_count; i++) { Vector2 ray_dir = { std::cos(facing + ray_angles[i]), std::sin(facing + ray_angles[i]) }; RayHitResult hit_result; get_intersect_with_world(&hit_result, pos, ray_dir, world); bool hit_obstacle = (hit_result.hit != -1 && hit_result.hit <= world->collision_avoidance_distance); Color ray_color = GREEN; float ray_length = world->collision_avoidance_distance; if (hit_obstacle) { ray_length = hit_result.hit; ray_color = BLUE; } Vector2 hit_pos = Vector2Add(pos, Vector2Multiply(ray_dir, { ray_length, ray_length })); DrawLine(pos.x, pos.y, hit_pos.x, hit_pos.y, ray_color); if (hit_obstacle) { DrawCircle(hit_pos.x, hit_pos.y, visuals->boid_edge_size * 0.05, ray_color); } } } static void draw_circle_sector(Vector2 center, float radius, float start_angle, float end_angle, int segments, Color color) { rlBegin(RL_TRIANGLES); float angle_step = (end_angle - start_angle) / segments; for (int i = 0; i < segments; i++) { rlColor4ub(color.r, color.g, color.b, color.a); float angle = start_angle + i * angle_step; float nextAngle = start_angle + (i+1) * angle_step; rlVertex2f(center.x, center.y); rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); rlVertex2f(center.x + cosf(angle) *radius, center.y + sinf(angle) *radius); } rlEnd(); } static void world_draw(World *world, Visuals *visuals) { for (int i = 0; i < world->obstacles.size(); i++) { draw_obstacle(&world->obstacles[i], GRAY); } if (visuals->draw_view_cone) { Color view_cone_color = Fade(GRAY, 0.4); for (int i = 0; i < world->boids.size(); i++) { Boid *boid = &world->boids[i]; Vector2 pos = boid->pos; float facing = std::atan2(boid->dir.y, boid->dir.x); float view_angle = world->view_angle; float segments = 16; draw_circle_sector(pos, world->view_radius, facing - view_angle/2, facing + view_angle/2, segments, view_cone_color); } } float boid_length = visuals->boid_edge_size * std::sqrt(3)/2; float boid_width = visuals->boid_edge_size * 0.6; for (int i = 0; i < world->boids.size(); i++) { Boid *boid = &world->boids[i]; if (visuals->draw_collision_avoidance_rays) { draw_obstacle_avoidance_rays(visuals, world, boid); } if (visuals->draw_separation_radius) { DrawCircleLines(boid->pos.x, boid->pos.y, world->separation_radius, MAGENTA); } Vector2 triangle[] = { { boid_length*2/3.0f, 0 }, { -boid_length*1/3.0f, -boid_width/2 }, { -boid_length*1/3.0f, boid_width/2 }, }; float facing = std::atan2(boid->dir.y, boid->dir.x); for (int i = 0; i < 3; i++) { triangle[i] = Vector2Add(boid->pos, Vector2Rotate(triangle[i], facing)); } DrawTriangle(triangle[0], triangle[1], triangle[2], visuals->boid_color); if (visuals->draw_boid_direction) { DrawCircle(boid->pos.x, boid->pos.y, visuals->boid_edge_size * 0.05, RED); Vector2 look_pos = Vector2Add(boid->pos, vector2_mul_value(boid->dir, visuals->boid_edge_size*1.5)); DrawLine(boid->pos.x, boid->pos.y, look_pos.x, look_pos.y, RED); } } }