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mrustc (master)
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Source code
use std::cell::RefCell; #[derive(Clone, Copy, PartialEq)] pub struct Vec2 { pub x: f32, pub y: f32, } impl Vec2 { pub const ZERO: Self = Self{x: 0f32, y: 0f32}; pub fn distance(self, rhs: Self) -> f32 { let x = self.x - rhs.x; let y = self.y - rhs.y; (x*x + y*y).sqrt() } pub fn clamp_length_max(self, max: f32) -> Self { let length = self.distance(Self::ZERO); if length > max { let mut copy = self; copy /= length; copy * max } else { self } } pub fn normalize(mut self) -> Self { let length = self.distance(Self::ZERO); self /= length; self } } impl std::ops::Mul<f32> for Vec2 { type Output = Self; fn mul(self, rhs: f32) -> Self { Vec2 {x: self.x * rhs, y: self.y * rhs} } } impl std::ops::AddAssign for Vec2 { fn add_assign(&mut self, rhs: Self) { self.x += rhs.x; self.y += rhs.y; } } impl std::ops::SubAssign for Vec2 { fn sub_assign(&mut self, rhs: Self) { self.x -= rhs.x; self.y -= rhs.y; } } impl std::ops::DivAssign<f32> for Vec2 { fn div_assign(&mut self, rhs: f32) { self.x /= rhs; self.y /= rhs; } } #[repr(C)] pub struct Boid { position: Vec2, velocity: Vec2, acceleration: Vec2, life_history: [i32; 512], } pub type BoidCell = RefCell<Boid>; pub type BoidRef = Box<BoidCell>; const PERCEPTION: f32 = 100.0; const MAX_SPEED: f32 = 100.0; const MAX_FORCE: f32 = 80.0; impl Boid { pub fn new(position: Vec2, velocity: Vec2) -> Self { Boid { position, velocity, acceleration: Vec2{x: 0f32, y: 0f32}, life_history: [0; 512], } } #[inline(always)] fn is_close_enough(&self, other: &Boid, max_dist: f32) -> bool { let distance = self.position.distance(other.position); distance < max_dist && distance > 0.0 } #[inline(never)] pub fn alignment(&self, boids: &[BoidRef], self_idx: usize) -> Vec2 { let mut alignment = Vec2::ZERO; let mut total = 0; for other_idx in 0..boids.len() { if other_idx == self_idx { continue; } let other = boids[other_idx].borrow(); if self.is_close_enough(&other, PERCEPTION) { alignment += other.velocity; total += 1; } } if total > 0 { alignment /= total as f32; alignment = alignment.normalize() * MAX_SPEED; alignment -= self.velocity; alignment = alignment.clamp_length_max(MAX_FORCE); } alignment } } pub fn main() { }
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