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Copy pathboids.cpp
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284 lines (224 loc) · 6.56 KB
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#include <chrono>
#include <cmath>
#include <cstdlib>
#include <iostream>
#include <random>
#include <thread>
#include <vector>
#ifdef _WIN32
#include <windows.h>
#endif
struct Vec2 {
float x = 0.0f;
float y = 0.0f;
Vec2 operator+(const Vec2& other) const {
return {x + other.x, y + other.y};
}
Vec2 operator-(const Vec2& other) const {
return {x - other.x, y - other.y};
}
Vec2 operator*(float scalar) const {
return {x * scalar, y * scalar};
}
Vec2 operator/(float scalar) const {
return {x / scalar, y / scalar};
}
Vec2& operator+=(const Vec2& other) {
x += other.x;
y += other.y;
return *this;
}
};
struct Boid {
Vec2 position;
Vec2 velocity;
};
float magnitude(const Vec2& v) {
return std::sqrt(v.x * v.x + v.y * v.y);
}
Vec2 normalize(const Vec2& v) {
float mag = magnitude(v);
if (mag == 0.0f) return {0.0f, 0.0f};
return v / mag;
}
Vec2 limit(const Vec2& v, float maxVal) {
float mag = magnitude(v);
if (mag > maxVal) {
return normalize(v) * maxVal;
}
return v;
}
int main() {
#ifdef _WIN32
system("cls");
#else
system("clear");
#endif
const int WIDTH = 100;
const int HEIGHT = 30;
const int NUM_BOIDS = 100;
const float MAX_SPEED = 1.2f;
const float MAX_FORCE = 0.03f;
const float NEIGHBOR_RADIUS = 8.0f;
const float SEPARATION_RADIUS = 3.0f;
const float ALIGNMENT_WEIGHT = 1.0f;
const float COHESION_WEIGHT = 0.8f;
const float SEPARATION_WEIGHT = 1.5f;
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<float> posX(0, WIDTH - 1);
std::uniform_real_distribution<float> posY(0, HEIGHT - 1);
std::uniform_real_distribution<float> vel(-1.0f, 1.0f);
std::vector<Boid> boids;
for (int i = 0; i < NUM_BOIDS; i++) {
boids.push_back({
{posX(gen), posY(gen)},
{vel(gen), vel(gen)}
});
}
while (true) {
std::vector<std::string> screen(
HEIGHT,
std::string(WIDTH, ' ')
);
std::vector<Vec2> accelerations(NUM_BOIDS);
for (int i = 0; i < NUM_BOIDS; i++) {
Vec2 alignment{0, 0};
Vec2 cohesion{0, 0};
Vec2 separation{0, 0};
int totalNeighbors = 0;
int separationNeighbors = 0;
for (int j = 0; j < NUM_BOIDS; j++) {
if (i == j) continue;
Vec2 diff =
boids[j].position - boids[i].position;
float distance = magnitude(diff);
if (distance < NEIGHBOR_RADIUS) {
alignment += boids[j].velocity;
cohesion += boids[j].position;
totalNeighbors++;
}
if (distance < SEPARATION_RADIUS &&
distance > 0.0f) {
separation +=
(boids[i].position -
boids[j].position) /
distance;
separationNeighbors++;
}
}
Vec2 steering{0, 0};
// Alignment
if (totalNeighbors > 0) {
alignment =
alignment / totalNeighbors;
alignment =
normalize(alignment) *
MAX_SPEED;
alignment =
alignment -
boids[i].velocity;
alignment =
limit(alignment,
MAX_FORCE);
steering +=
alignment *
ALIGNMENT_WEIGHT;
}
// Cohesion
if (totalNeighbors > 0) {
cohesion =
cohesion / totalNeighbors;
cohesion =
cohesion -
boids[i].position;
cohesion =
normalize(cohesion) *
MAX_SPEED;
cohesion =
cohesion -
boids[i].velocity;
cohesion =
limit(cohesion,
MAX_FORCE);
steering +=
cohesion *
COHESION_WEIGHT;
}
// Separation
if (separationNeighbors > 0) {
separation =
separation /
separationNeighbors;
separation =
normalize(separation) *
MAX_SPEED;
separation =
separation -
boids[i].velocity;
separation =
limit(separation,
MAX_FORCE);
steering +=
separation *
SEPARATION_WEIGHT;
}
accelerations[i] = steering;
}
for (int i = 0; i < NUM_BOIDS; i++) {
boids[i].velocity +=
accelerations[i];
boids[i].velocity =
limit(
boids[i].velocity,
MAX_SPEED
);
boids[i].position +=
boids[i].velocity;
// Wraparound
if (boids[i].position.x < 0)
boids[i].position.x += WIDTH;
if (boids[i].position.x >= WIDTH)
boids[i].position.x -= WIDTH;
if (boids[i].position.y < 0)
boids[i].position.y += HEIGHT;
if (boids[i].position.y >= HEIGHT)
boids[i].position.y -= HEIGHT;
int x =
static_cast<int>(
boids[i].position.x
);
int y =
static_cast<int>(
boids[i].position.y
);
if (x >= 0 &&
x < WIDTH &&
y >= 0 &&
y < HEIGHT) {
screen[y][x] = '*';
}
}
#ifdef _WIN32
HANDLE hOut =
GetStdHandle(STD_OUTPUT_HANDLE);
COORD coord = {0, 0};
SetConsoleCursorPosition(
hOut,
coord
);
#else
std::cout << "\033[H";
#endif
for (const auto& row : screen) {
std::cout << row << '\n';
}
std::cout
<< "Boids Simulation "
<< "(Ctrl+C to quit)\n";
std::this_thread::sleep_for(
std::chrono::milliseconds(33)
);
}
return 0;
}