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const cfg = @import("config.zig");
const std = @import("std");
const rl = @import("raylib");
/// 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, cfg.particleMax);
for (0..amnt) |_| {
try particles.append(allocator, createParticle());
}
return particles;
}
/// Applies forces from the ruleset to each particle
pub fn updateVelocities(particles: std.MultiArrayList(particle), rules: [cfg.colorAmnt][cfg.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;
var check2x = x - cfg.screenWidth;
var check2y = y - cfg.screenWidth;
if (x < cfg.screenWidth / 2)
check2x = x + cfg.screenWidth;
if (y < cfg.screenHeight / 2)
check2y = y + cfg.screenHeight;
var rx: f32 = @floatFromInt(x - x2);
var ry: f32 = @floatFromInt(y - y2);
const check2rx: f32 = @floatFromInt(check2x - x2);
const check2ry: f32 = @floatFromInt(check2y - y2);
const r1 = @sqrt(rx * rx + ry * ry);
const r2 = @sqrt(rx * rx + check2ry * check2ry);
const r3 = @sqrt(check2rx * check2rx + check2ry * check2ry);
const r4 = @sqrt(check2rx * check2rx + ry * ry);
var r = @min(@min(r1, r2), @min(r3, r4));
if (@abs(rx) > @abs(check2rx)) rx = check2rx;
if (@abs(ry) > @abs(check2ry)) ry = check2ry;
if (r == 0) {
r = 0.0001;
}
if (r > 0 and r < cfg.radius) {
const f = force(r, rules[colorList[i]][colorList[j]]);
forceX = forceX + rx / r * f;
forceY = forceY + ry / r * f;
}
}
forceX = forceX * cfg.minDistance / cfg.radius;
forceY = forceY * cfg.minDistance / cfg.radius;
xvel[i] = xvel[i] * 0.95 + forceX;
yvel[i] = yvel[i] * 0.95 + forceY;
}
}
/// Applies the particles velocity and updates position
pub fn updatePosition(particles: std.MultiArrayList(particle)) void {
for (particles.items(.y), particles.items(.yvel)) |*y, yvel|
y.* = @mod(@as(i32, @intFromFloat(@round((@as(f32, @floatFromInt(y.*)) + yvel)))), cfg.screenHeight);
for (particles.items(.x), particles.items(.xvel)) |*x, xvel|
x.* = @mod(@as(i32, @intFromFloat(@round((@as(f32, @floatFromInt(x.*)) + xvel)))), cfg.screenWidth);
}
/// Draw the particles onto the screen using raylib
pub fn draw(particles: std.MultiArrayList(particle)) void {
for (particles.items(.y), particles.items(.x), particles.items(.colorId)) |*y, *x, colorId|
rl.drawRectangle(x.*, y.*, 5, 5, cfg.colors[colorId]);
}
const particle = struct {
colorId: u32,
x: i32,
y: i32,
xvel: f32,
yvel: f32,
};
fn force(distance: f32, attraction: f32) f32 {
const beta = cfg.minDistance / cfg.radius;
const r: f32 = distance / cfg.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;
}
pub fn createParticle() 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, cfg.screenWidth);
const y = prng.random().uintLessThan(u32, cfg.screenHeight);
const color = prng.random().uintLessThan(u32, cfg.colorAmnt);
return particle{
.colorId = color,
.x = @intCast(x),
.y = @intCast(y),
.xvel = 0,
.yvel = 0,
};
}
//TODO: Create tests
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