#include "boid-playground.hpp" #include "raycast.hpp" #include "rprof.h" #include "boid-list.hpp" #include "simd.cpp" 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 void fill_avoidance_ray_dirs(Vector2 *rays, int ray_count, float ray_angle) { float ray_angles[ray_count]; fill_avoidance_ray_angles(ray_angles, ray_count, ray_angle); for (int i = 0; i < ray_count; i++) { rays[i].x = cos(ray_angles[i]); rays[i].y = sin(ray_angles[i]); } } static Vector2 get_collision_avoidance_dir(World *world, Boid *boid, Vector2 *directions, int direction_count) { int best_avoidance = -1; Vector2 avoidance_dir = { 0, 0 }; bool got_hit = false; RayHitResult hit_results[direction_count]; for (int i = 0; i < direction_count; i++) { Vector2 ray_dir; ray_dir.x = boid->dir.x * directions[i].x - boid->dir.y * directions[i].y; ray_dir.y = boid->dir.x * directions[i].y + boid->dir.y * directions[i].x; 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; } // -------------------- 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); } // --------------------- Utils ----------------------- void world_adjust_boid_count(World *world, int new_boid_count) { if (new_boid_count >= MAX_BOIDS) return; int boid_count = world->boids.size(); int diff = new_boid_count - boid_count; if (diff > 0) { for (int i = 0; i < diff; i++) { Boid boid; boid_rand_init(world, &boid, 5); world->boids.push_back(boid); } } else if (diff < 0) { for (int i = 0; i < -diff ; i++) { world->boids.pop_back(); } } } // --------------------- Update ----------------------- struct ChunkGrid { BoidList *data; int width; int height; }; static size_t chunkgrid_get_idx(ChunkGrid *grid, int x, int y) { return y * grid->width + x; } static BoidList *chunkgrid_get(ChunkGrid *grid, int x, int y) { return &grid->data[chunkgrid_get_idx(grid, x, y)]; } static void chunkgrid_init(MemoryArena *arena, ChunkGrid *grid, int width, int height) { grid->data = (BoidList*)arena_malloc(arena, width * height * sizeof(BoidList)); grid->width = width; grid->height = height; for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { boid_list_init(chunkgrid_get(grid, x, y)); } } } static int g_prof_interactions = 0; #ifdef DEBUG #define INCREMENT_INTERACTIONS() g_prof_interactions++; #else #define INCREMENT_INTERACTIONS() #endif static int nearest_multiple(int num, int divisor) { return (num / divisor + (num % divisor > 0 ? 1 : 0)) * divisor; } struct boid_pair { uboid_t from; uboid_t to; }; #ifdef SIMD256 #define GET_F32_CHUNK_FROM_BOIDS(i, SIDE, FIELD) \ _mm256_set_ps( \ boids[b2b_cmps[8*i+7].SIDE].FIELD, \ boids[b2b_cmps[8*i+6].SIDE].FIELD, \ boids[b2b_cmps[8*i+5].SIDE].FIELD, \ boids[b2b_cmps[8*i+4].SIDE].FIELD, \ boids[b2b_cmps[8*i+3].SIDE].FIELD, \ boids[b2b_cmps[8*i+2].SIDE].FIELD, \ boids[b2b_cmps[8*i+1].SIDE].FIELD, \ boids[b2b_cmps[8*i+0].SIDE].FIELD \ ) #else #define GET_F32_CHUNK_FROM_BOIDS(i, SIDE, FIELD) \ _mm_set_ps( \ boids[b2b_cmps[4*i+3].SIDE].FIELD, \ boids[b2b_cmps[4*i+2].SIDE].FIELD, \ boids[b2b_cmps[4*i+1].SIDE].FIELD, \ boids[b2b_cmps[4*i+0].SIDE].FIELD \ ) #endif static void world_calc_distances_and_angles(World *world, BoidList *local_boids, boid_pair *b2b_cmps, int *b2b_cmps_count) { RPROF_START("Calc dot products and distances"); // Simplified from: // float dot_threshold = Vector2DotProduct(dir, Vector2Rotate(dir, world->view_angle/2)); // | // v // float dot_threshold = cosf(world->view_angle/2); __simd dot_threshold = mm_set1_ps(cosf(world->view_angle/2)); float view_radius_sqr = world->view_radius * world->view_radius; __simd view_radius = mm_set1_ps(view_radius_sqr); __simd zero = mm_set1_ps(0); __simd negative_one = mm_set1_ps(-1); Boid *boids = world->boids.data(); int32_t *do_append_mask1_f32 = (int32_t*)arena_malloc(&world->frame_arena, sizeof(int32_t)*SIMD_32B_LANES, 32); int32_t *do_append_mask2_f32 = (int32_t*)arena_malloc(&world->frame_arena, sizeof(int32_t)*SIMD_32B_LANES, 32); int simd_iteration_count = nearest_multiple(*b2b_cmps_count, SIMD_32B_LANES)/SIMD_32B_LANES; for (int i = *b2b_cmps_count; i < simd_iteration_count*8; i++) { b2b_cmps[i] = { 0 }; } for (int i = 0; i < simd_iteration_count; i++) { __simd from_pos_x = GET_F32_CHUNK_FROM_BOIDS(i, from, pos.x); __simd from_pos_y = GET_F32_CHUNK_FROM_BOIDS(i, from, pos.y); __simd to_pos_x = GET_F32_CHUNK_FROM_BOIDS(i, to, pos.x); __simd to_pos_y = GET_F32_CHUNK_FROM_BOIDS(i, to, pos.y); __simd sub_x = mm_sub_ps(from_pos_x, to_pos_x); __simd sub_y = mm_sub_ps(from_pos_y, to_pos_y); __simd length_sqr = mm_fmadd_ps(sub_y, sub_y, mm_mul_ps(sub_x, sub_x)); __simdi in_range_mask = (__simdi)mm_cmp_ps(length_sqr, view_radius, _CMP_LE_OQ); if (mm_is_zero(in_range_mask)) continue; __simd from_dir_x = GET_F32_CHUNK_FROM_BOIDS(i, from, dir.x); __simd from_dir_y = GET_F32_CHUNK_FROM_BOIDS(i, from, dir.y); __simd to_dir_x = GET_F32_CHUNK_FROM_BOIDS(i, to, dir.x); __simd to_dir_y = GET_F32_CHUNK_FROM_BOIDS(i, to, dir.y); __simd is_length_zero = (__simd)mm_cmpeq_epi32((__simdi)length_sqr, (__simdi)zero); __simd ilength = mm_blendv_ps(mm_rsqrt_ps(length_sqr), zero, is_length_zero); __simd x_norm = mm_mul_ps(sub_x, ilength); __simd y_norm = mm_mul_ps(sub_y, ilength); __simd x_neg_norm = mm_mul_ps(x_norm, negative_one); __simd y_neg_norm = mm_mul_ps(y_norm, negative_one); __simd dot_product1 = mm_fmadd_ps(from_dir_y, y_neg_norm, mm_mul_ps(from_dir_x, x_neg_norm)); __simd in_angle_mask1 = mm_cmp_ps(dot_product1, dot_threshold, _CMP_GE_OQ); __simd do_append_mask1 = mm_and_ps(in_angle_mask1, (__simd)in_range_mask); __simd dot_product2 = mm_fmadd_ps(to_dir_y, y_norm, mm_mul_ps(to_dir_x, x_norm)); __simd in_angle_mask2 = mm_cmp_ps(dot_product2, dot_threshold, _CMP_GE_OQ); __simd do_append_mask2 = mm_and_ps(in_angle_mask2, (__simd)in_range_mask); mm_store_ps((float*)do_append_mask1_f32, do_append_mask1); mm_store_ps((float*)do_append_mask2_f32, do_append_mask2); for (int j = 0; j < SIMD_32B_LANES; j++) { uboid_t cmp_idx = SIMD_32B_LANES*i + j; if (cmp_idx >= *b2b_cmps_count) break; uboid_t from_boid = b2b_cmps[cmp_idx].from; uboid_t to_boid = b2b_cmps[cmp_idx].to; if (do_append_mask1_f32[j]) { boid_list_append(&world->frame_arena, &local_boids[from_boid], to_boid); INCREMENT_INTERACTIONS(); } if (do_append_mask2_f32[j]) { boid_list_append(&world->frame_arena, &local_boids[to_boid], from_boid); INCREMENT_INTERACTIONS(); } } } *b2b_cmps_count = 0; RPROF_STOP(); } #define B2B_CAPACITY 1024*8 #define B2B_THRESHOLD B2B_CAPACITY*0.25 static inline void append_b2b_cmp(World *world, BoidList *local_boids, boid_pair *b2b_cmps, int *b2b_cmps_count, boid_pair b2b_cmp) { if ((*b2b_cmps_count) == B2B_CAPACITY) { world_calc_distances_and_angles(world, local_boids, b2b_cmps, b2b_cmps_count); } b2b_cmps[(*b2b_cmps_count)++] = b2b_cmp; } static void world_compute_local_boids(BoidList *local_boids, World *world, ChunkGrid *chunks) { Boid *boids = world->boids.data(); int boid_count = world->boids.size(); MemoryArena *arena = &world->frame_arena; boid_pair b2b_cmps[B2B_CAPACITY + SIMD_32B_LANES]; int b2b_cmps_count = 0; RPROF_START("Move chunk data to static arrays"); uboid_t *static_chunks[chunks->width * chunks->height]; for (int y = 0; y < chunks->height; y++) { for (int x = 0; x < chunks->width; x++) { size_t chunk_idx = chunkgrid_get_idx(chunks, x, y); BoidList *chunk = &chunks->data[chunk_idx]; static_chunks[chunk_idx] = (uboid_t*)arena_malloc(arena, sizeof(uboid_t) * chunk->count); boid_list_to_array(static_chunks[chunk_idx], chunk); } } RPROF_STOP(); RPROF_START("Iterate over chunks"); for (int y = 0; y < chunks->height; y++) { for (int x = 0; x < chunks->width; x++) { size_t chunk_idx = chunkgrid_get_idx(chunks, x, y); BoidList *chunk = &chunks->data[chunk_idx]; if (chunk->count == 0) continue; uboid_t *chunk_boids = static_chunks[chunk_idx]; 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; for (int j = 0; j < to_boids_count; j++) { boid_pair b2b_cmp = { .from = from_boid, .to = to_boids[j] }; append_b2b_cmp(world, local_boids, b2b_cmps, &b2b_cmps_count, b2b_cmp); } } Vector2 neighbours[] = { { 1, 0 }, { 0, 1 }, { 1, 1 }, { -1, 1 } }; for (int neighbour_i = 0; neighbour_i < ARRAY_LEN(neighbours); neighbour_i++) { int chunk_y = y + neighbours[neighbour_i].y; if (chunk_y < 0 || chunk_y >= chunks->height) continue; int chunk_x = x + neighbours[neighbour_i].x; if (chunk_x < 0 || chunk_x >= chunks->width) continue; size_t neighbour_idx = chunkgrid_get_idx(chunks, chunk_x, chunk_y); BoidList *neighbour_chunk = &chunks->data[neighbour_idx]; if (neighbour_chunk->count == 0) continue; uboid_t *neighbour_boids = static_chunks[neighbour_idx]; for (int i = 0; i < chunk->count; i++) { for (int j = 0; j < neighbour_chunk->count; j++) { boid_pair b2b_cmp = { .from = chunk_boids[i], .to = neighbour_boids[j] }; append_b2b_cmp(world, local_boids, b2b_cmps, &b2b_cmps_count, b2b_cmp); } } } if (b2b_cmps_count > B2B_THRESHOLD) { world_calc_distances_and_angles(world, local_boids, b2b_cmps, &b2b_cmps_count); } } } if (b2b_cmps_count > 0) { world_calc_distances_and_angles(world, local_boids, b2b_cmps, &b2b_cmps_count); } RPROF_STOP(); } static BoidList* world_compute_local_boids(World *world) { Boid *boids = world->boids.data(); int boid_count = world->boids.size(); MemoryArena *arena = &world->frame_arena; 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(); float chunk_size = std::max(world->view_radius, 1.0f); 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"); ChunkGrid chunks; chunkgrid_init(arena, &chunks, chunks_wide, chunks_high); RPROF_STOP(); RPROF_START("Assign boids to chunks"); for (int i = 0; i < boid_count; i++) { Boid *boid = &boids[i]; int x = boid->pos.x / chunk_size; int y = boid->pos.y / chunk_size; boid_list_append(arena, chunkgrid_get(&chunks, x, y), i); } RPROF_STOP(); RPROF_START("world_compute_local_boids()"); world_compute_local_boids(all_local_boids, world, &chunks); RPROF_STOP(); return all_local_boids; } static void world_update(World *world, float dt) { if (world->freeze) return; arena_clear(&world->frame_arena); Boid *boids = world->boids.data(); int boid_count = world->boids.size(); assert(boid_count <= MAX_BOIDS); BoidList *list_of_local_boids = world_compute_local_boids(world); RPROF_START("Apply forces"); int avoidance_ray_count = world->collision_avoidance_ray_count * 2 + 1; Vector2 avoidance_ray_dirs[avoidance_ray_count]; fill_avoidance_ray_dirs(avoidance_ray_dirs, avoidance_ray_count, world->collision_avoidance_ray_angle); for (int i = 0; i < boid_count; i++) { Boid *boid = &world->boids[i]; Vector2 acc = { 0, 0 }; BoidList *local_boids = &list_of_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, avoidance_ray_dirs, avoidance_ray_count); 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 draw_boids(World *world, Visuals *visuals) { int boid_count = world->boids.size(); float boid_length = visuals->boid_edge_size * std::sqrt(3)/2; float boid_width = visuals->boid_edge_size * 0.6; Color color = visuals->boid_color; rlBegin(RL_TRIANGLES); for (int i = 0; i < boid_count; i++) { Boid *boid = &world->boids[i]; 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); float facing_cos = cos(facing); float facing_sin = sin(facing); for (int i = 0; i < 3; i++) { Vector2 new_pos = boid->pos; new_pos.x += triangle[i].x * facing_cos - triangle[i].y * facing_sin; new_pos.y += triangle[i].x * facing_sin + triangle[i].y * facing_cos; triangle[i] = new_pos; } rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(triangle[0].x, triangle[0].y); rlVertex2f(triangle[1].x, triangle[1].y); rlVertex2f(triangle[2].x, triangle[2].y); } 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); } } int boid_count = world->boids.size(); for (int i = 0; i < boid_count; 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); } } draw_boids(world, visuals); for (int i = 0; i < boid_count; i++) { Boid *boid = &world->boids[i]; 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); } } }