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game_controller.odin
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153 lines (123 loc) · 4.5 KB
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package main
import rl "vendor:raylib"
import "core:math"
import "/boid"
import qt "/quadtree"
insert_boid_in_quadtree :: proc(quad_tree : ^qt.Quadtree, boid : ^boid.Boid)
{
qt.insert(quad_tree, boid)
}
Update :: proc(quad_tree : ^qt.Quadtree, mouse_position : rl.Vector2, query_distance: f32, toggle : bool)
{
delta_time := rl.GetFrameTime()
update_boids(quad_tree, mouse_position, query_distance, delta_time, toggle)
}
//LerpHSV
color_hsv_lerp :: proc(color1 : rl.Color, color2 : rl.Color, t : f32) -> rl.Color
{
t := t
a := rl.ColorToHSV(color1)
b := rl.ColorToHSV(color2)
h : f32 = 0
d := b.x - a.x
if a.x > b.x {
h3 := b.y
b.x = a.x
a.x = h3
d = -d
t = 1 - t
}
if d > 0.5 {
a.x = a.x + 1
h = (a.x + t*(b.x - a.x))
}
if d <= 0.5 {
h = a.x + t*d
}
s := math.lerp(a.y, b.y, t)
v := math.lerp(a.z, b.z, t)
return rl.ColorFromHSV(h, s, v)
}
color_lerp :: proc(color1 : rl.Color, color2 : rl.Color, t : f32) -> rl.Color
{
r1 := f32(color1.r)
g1 := f32(color1.g)
b1 := f32(color1.b)
a1 := f32(color1.a)
r2 := f32(color2.r)
g2 := f32(color2.g)
b2 := f32(color2.b)
a2 := f32(color2.a)
r := math.lerp(r1, r2, t)
g := math.lerp(g1, g2, t)
b := math.lerp(b1, b2, t)
a := math.lerp(a1, a2, t)
return rl.Color{u8(r), u8(g), u8(b), u8(a)}
}
update_boids :: proc(quad_tree : ^qt.Quadtree, mouse_position : rl.Vector2, query_distance: f32, delta_time : f32, toggle : bool)
{
speed : f32 = 100
if quad_tree.divided {
update_boids(quad_tree.northEast, mouse_position, query_distance, delta_time, toggle)
update_boids(quad_tree.northWest, mouse_position, query_distance, delta_time, toggle)
update_boids(quad_tree.southWest, mouse_position, query_distance, delta_time, toggle)
update_boids(quad_tree.southEast, mouse_position, query_distance, delta_time, toggle)
}
for i in 0..< len(quad_tree.entities) {
close_boids := qt.query_circle(quad_tree, quad_tree.entities[i].position, query_distance)
//normalize the number of close boids
neighbors := len(close_boids)
if neighbors > int(query_distance/2) {
neighbors = int(query_distance/2)
}
//color := color_lerp(rl.GREEN, rl.RED, f32(neighbors)/20)
color := color_hsv_lerp(rl.RED, rl.SKYBLUE, f32(neighbors)/(query_distance/2))
quad_tree.entities[i].color = color
separation_force := boid.get_separation_force(&close_boids, quad_tree.entities[i])
alignment_force := boid.get_aligment_force(&close_boids, quad_tree.entities[i])
cohesion_force := boid.get_cohesion_force(&close_boids, quad_tree.entities[i])
quad_tree.entities[i].acceleration = separation_force + alignment_force + cohesion_force
quad_tree.entities[i].velocity = quad_tree.entities[i].velocity + quad_tree.entities[i].acceleration
quad_tree.entities[i].position = quad_tree.entities[i].position + quad_tree.entities[i].velocity * delta_time*speed
if quad_tree.entities[i].position.x > quad_tree.entities[i].max_width {
quad_tree.entities[i].position.x = 0
}
if quad_tree.entities[i].position.x < 0 {
quad_tree.entities[i].position.x = quad_tree.entities[i].max_width -1
}
if quad_tree.entities[i].position.y > quad_tree.entities[i].max_height {
quad_tree.entities[i].position.y = 0
}
if quad_tree.entities[i].position.y < 0 {
quad_tree.entities[i].position.y = quad_tree.entities[i].max_height -1
}
delete(close_boids)
}
if toggle {
query_circle := qt.query_circle(quad_tree, mouse_position, query_distance)
for b in query_circle {
b.color = rl.YELLOW
}
delete (query_circle)
}
}
Draw :: proc(quad_tree : ^qt.Quadtree, toggle : bool)
{
draw_quadtree(quad_tree, toggle)
}
draw_quadtree :: proc(quad_tree : ^qt.Quadtree, toggle : bool) {
if quad_tree.divided {
draw_quadtree(quad_tree.northWest, toggle)
draw_quadtree(quad_tree.northEast, toggle)
draw_quadtree(quad_tree.southWest, toggle)
draw_quadtree(quad_tree.southEast, toggle)
} else if toggle {
rl.DrawRectangleLinesEx(quad_tree.bounds, 1, rl.WHITE)
}
draw_boids(quad_tree)
}
draw_boids :: proc(quad_tree : ^qt.Quadtree) {
for entity in quad_tree.entities {
boid.Draw_boid(entity)
}
}