#include "raylib.h" #include "raymath.h" #include "rlgl.h" #include #include #include "boid-playground.hpp" #include "raycast.cpp" static void boid_rand_init(Boid *boid, int min_x, int max_x, int min_y, int max_y) { boid->pos.x = GetRandomValue(min_x, max_x); boid->pos.y = GetRandomValue(min_y, max_y); float facing = GetRandomValue(0, 2*PI); boid->dir = Vector2Rotate({ 1, 0 }, facing); } 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 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_debug_boid_obstacle_avoidance(Visuals *visuals, World *world, Boid *boid) { Vector2 pos = boid->pos; int ray_count = world->avoidance_ray_count * 2 + 1; float ray_angles[ray_count]; fill_avoidance_ray_angles(ray_angles, ray_count, world->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->avoidance_distance); Color ray_color = GREEN; float ray_length = world->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 try_avoiding_obstacles(World *world, Boid *boid, float dt) { int ray_count = world->avoidance_ray_count * 2 + 1; float ray_angles[ray_count]; fill_avoidance_ray_angles(ray_angles, ray_count, world->avoidance_ray_angle); float facing = std::atan2(boid->dir.y, boid->dir.x); bool got_hit = false; RayHitResult hit_results[ray_count]; int best_avoidance = 0; for (int i = 0; i < ray_count; i++) { Vector2 ray_dir = { std::cos(facing + ray_angles[i]), std::sin(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->avoidance_distance) { got_hit = true; } if (hit_results[i].hit > hit_results[best_avoidance].hit) { best_avoidance = i; } } if (got_hit) { float turn_angle = ray_angles[best_avoidance]; boid->dir = Vector2Rotate(boid->dir, turn_angle * world->boid_turn_speed * dt); } } 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 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 int get_boids_in_view_cone(Boid **boids_in_view, Boid *boid, float view_radius, float view_angle, Boid *boids, int boid_count) { int count = 0; float dot_threshold = Vector2DotProduct(boid->dir, Vector2Rotate(boid->dir, view_angle/2)); for (int i = 0; i < boid_count; i++) { if (&boids[i] == boid) continue; Vector2 dir_to_boid = Vector2Normalize(Vector2Subtract(boids[i].pos, boid->pos)); float dot = Vector2DotProduct(boid->dir, dir_to_boid); if (dot >= dot_threshold && Vector2Distance(boids[i].pos, boid->pos) <= view_radius) { boids_in_view[count] = &boids[i]; count++; } } return count; } static float vector2_atan2(Vector2 a) { return std::atan2(a.x, a.y); } int main() { SetTraceLogLevel(LOG_TRACE); int screen_width = 1280; int screen_height = 720; raylib::Color text_color(LIGHTGRAY); raylib::Window window(screen_width, screen_height, "Boid Playground"); SetTargetFPS(60); World world; world.size = { (float)screen_width, (float)screen_height }; Visuals visuals; float border = visuals.boid_edge_size; for (int i = 0; i < 10; i++) { Boid boid; boid_rand_init(&boid, border, world.size.x - border, border, world.size.y - border); world.boids.push_back(boid); } // world.boids.push_back({ .pos = { 150, 100 }, .dir = { 1, 0 }}); // world.boids.push_back({ .pos = { 200, 180 }, .dir = { 0, -1 }}); // Main game loop while (!window.ShouldClose()) { // TODO: Show this on screen // LogTrace("%d", count_out_of_bounds_boids(&world)); float dt = GetFrameTime(); for (int i = 0; i < world.boids.size(); i++) { Boid *boid = &world.boids[i]; Vector2 step = Vector2Multiply(boid->dir, { world.boid_speed * dt, world.boid_speed * dt }); Vector2 pos = Vector2Add(boid->pos, step); RayHitResult hit_result; get_intersect_with_world(&hit_result, pos, step, &world); if (hit_result.hit == -1 || hit_result.hit > 2) { boid->pos = pos; Boid *boids_in_view[world.boids.size()]; int boids_in_view_count = get_boids_in_view_cone(boids_in_view, boid, world.boid_view_radius, world.boid_view_angle, world.boids.data(), world.boids.size()); if (boids_in_view_count > 0) { float current_facing = vector2_atan2(boid->dir); float average_facing = 0; Vector2 average_pos = { 0, 0 }; for (int j = 0; j < boids_in_view_count; j++) { if (boids_in_view[j] == boid) continue; average_facing += std::atan2(boids_in_view[j]->dir.y, boids_in_view[j]->dir.x); average_pos.x += boids_in_view[j]->pos.x; average_pos.y += boids_in_view[j]->pos.y; } average_facing /= boids_in_view_count; average_pos.x /= boids_in_view_count; average_pos.y /= boids_in_view_count; Vector2 dir_to_average_pos = Vector2Subtract(average_pos, boid->pos); float average_pos_angle = vector2_atan2(dir_to_average_pos); float angle_to_average_pos = current_facing - vector2_atan2(dir_to_average_pos); if (angle_to_average_pos > PI) { angle_to_average_pos -= 2*PI; } else if (angle_to_average_pos < -PI) { angle_to_average_pos += 2*PI; } float angle_to_average_facing = (average_facing - current_facing); float turn_angle = (angle_to_average_pos + angle_to_average_facing) / 2; boid->dir = Vector2Rotate(boid->dir, turn_angle * world.boid_turn_speed * dt); // boid->dir = Vector2Rotate(boid->dir, () * world.boid_turn_speed * dt); } } try_avoiding_obstacles(&world, boid, dt); } // Draw BeginDrawing(); ClearBackground(RAYWHITE); for (int i = 0; i < world.obstacles.size(); i++) { draw_obstacle(&world.obstacles[i], GRAY); } 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.boid_view_angle; float segments = 16; draw_circle_sector(pos, world.boid_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]; draw_debug_boid_obstacle_avoidance(&visuals, &world, boid); 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], BLACK); DrawCircle(boid->pos.x, boid->pos.y, visuals.boid_edge_size * 0.05, RED); Vector2 look_pos = Vector2Add(boid->pos, Vector2Multiply(boid->dir, { 30, 30 })); DrawLine(boid->pos.x, boid->pos.y, look_pos.x, look_pos.y, RED); } EndDrawing(); } return 0; }