const std = @import("std"); const rl = @import("raylib"); const particle = struct { colorId: u32, attrs: particleAttrs, x: i32, y: i32, xvel: f32, yvel: f32, }; const particleAttrs = struct {}; const screenWidth = 2560; const screenHeight = 1440; const particleMax = 5000; const radius = 100.0; const minDistance = 20.0; const colors = [_]rl.Color{ rl.Color.red, rl.Color.green, rl.Color.blue, rl.Color.yellow, rl.Color.magenta, rl.Color.brown, rl.Color.orange, }; const colorAmnt = colors.len; pub fn main() !void { const rules = ruleMatrix(colors.len); printRules(rules); rl.initWindow(screenWidth, screenHeight, "Particle Simulator"); defer rl.closeWindow(); rl.setTargetFPS(60); var gpa = std.heap.GeneralPurposeAllocator(.{}){}; defer _ = gpa.deinit(); var particles = try initParticles(gpa.allocator(), 3000); defer particles.deinit(gpa.allocator()); while (!rl.windowShouldClose()) { rl.beginDrawing(); if (rl.isKeyPressed(rl.KeyboardKey.key_q)) break; defer rl.endDrawing(); updateVelocities(particles, rules); for (particles.items(.y), particles.items(.yvel)) |*y, yvel| y.* = @mod(@as(i32, @intFromFloat(@round((@as(f32, @floatFromInt(y.*)) + yvel)))), screenHeight); for (particles.items(.x), particles.items(.xvel)) |*x, xvel| x.* = @mod(@as(i32, @intFromFloat(@round((@as(f32, @floatFromInt(x.*)) + xvel)))), screenWidth); for (particles.items(.y), particles.items(.x), particles.items(.colorId)) |*y, *x, colorId| rl.drawRectangle(x.*, y.*, 5, 5, colors[colorId]); rl.clearBackground(rl.Color.black); } } fn colorToString(c: usize) []const u8 { return switch (c) { 0 => "R", 1 => "G", 2 => "Bl", 3 => "Y", 4 => "M", 5 => "Br", 6 => "O", else => " ", }; } fn printRules(rules: [colorAmnt][colorAmnt]f32) void { std.debug.print("\n|{s:^6}", .{"Rules"}); for (0..colors.len) |c| std.debug.print("| {s:^4} ", .{colorToString(c)}); std.debug.print("|\n", .{}); for (rules, 0..) |row, i| { std.debug.print("| {s:^4} ", .{colorToString(i)}); for (row) |col| std.debug.print("| {d:^4.1} ", .{col}); std.debug.print("|\n", .{}); } } fn force(distance: f32, attraction: f32) f32 { const beta = minDistance / radius; const r: f32 = distance / radius; if (r < beta) return -(r / beta - 1.0); if (beta <= r and r < 1) return attraction * (1 - @abs(2.0 * r - 1.0 - beta) / (1.0 - beta)); return 0; } fn updateVelocities(particles: std.MultiArrayList(particle), rules: [colorAmnt][colorAmnt]f32) void { const colorList = particles.items(.colorId); var xvel = particles.items(.xvel); var yvel = particles.items(.yvel); for (particles.items(.x), particles.items(.y), 0..) |x, y, i| { var forceX: f32 = 0.0; var forceY: f32 = 0.0; for (particles.items(.x), particles.items(.y), 0..) |x2, y2, j| { if (i == j) continue; const rx: f32 = @floatFromInt(x - x2); const ry: f32 = @floatFromInt(y - y2); var r = @sqrt(rx * rx + ry * ry); if (r == 0) { r = 0.0001; } if (r > 0 and r < radius) { const f = force(r, rules[colorList[i]][colorList[j]]); forceX = forceX + rx / r * f; forceY = forceY + ry / r * f; } } forceX = forceX * minDistance / radius; forceY = forceY * minDistance / radius; xvel[i] = xvel[i] * 0.95 + forceX; yvel[i] = yvel[i] * 0.95 + forceY; } } /// Generates a particle with a random Color and Location pub fn createParticle(attrs: particleAttrs) particle { const seed = @as(u64, @truncate(@as(u128, @bitCast(std.time.nanoTimestamp())))); var prng = std.rand.DefaultPrng.init(seed); const x = prng.random().uintLessThan(u32, screenWidth); const y = prng.random().uintLessThan(u32, screenHeight); const color = prng.random().uintLessThan(u32, colorAmnt); return particle{ .colorId = color, .attrs = attrs, .x = @intCast(x), .y = @intCast(y), .xvel = 0, .yvel = 0, }; } fn ruleMatrix(comptime size: u32) [size][size]f32 { const seed = @as(u64, @truncate(@as(u128, @bitCast(std.time.nanoTimestamp())))); var prng = std.rand.DefaultPrng.init(seed); var rules: [size][size]f32 = undefined; for (0..size) |i| { for (0..size) |j| { var val = prng.random().float(f32); const isNeg = prng.random().uintAtMost(u8, 1); if (isNeg == 1) val = 0 - val; rules[i][j] = val; } } return rules; } /// Initialize a MultiArrayList of size amnt with particles created by createParticle pub fn initParticles(allocator: std.mem.Allocator, amnt: u32) !std.MultiArrayList(particle) { var particles = std.MultiArrayList(particle){}; try particles.setCapacity(allocator, 10000); for (0..amnt) |_| { try particles.append(allocator, createParticle(.{})); } return particles; }