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path: root/src/particle.zig
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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);

            if (@abs(rx) > @abs(check2rx)) rx = check2rx;
            if (@abs(ry) > @abs(check2ry)) ry = check2ry;

            if (rx > cfg.radius or ry > cfg.radius) continue;

            var r = @sqrt(rx * rx + ry * ry);

            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