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sophia/examples/boids_2d/main.cpp
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2026-09-25 22:59:01 -07:00

321 lines
11 KiB
C++

#include <imgui.h>
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
#include <random>
#include <sophia/application.hpp>
#include <sophia/components.hpp>
#include <sophia/entity.hpp>
#include <sophia/event.hpp>
#include <sophia/key_event.hpp>
#include <sophia/scene_view.hpp>
#include <sophia/ui/panel.hpp>
#include <stdexcept>
#include <string>
#include <vector>
struct Boid {
glm::vec2 position;
glm::vec2 velocity;
sophia::Entity entity;
};
// Shows a render target filling the whole panel.
class ViewportPanel : public sophia::Panel {
public:
ViewportPanel(sophia::UI& ui, sophia::RenderTargetHandle target)
: Panel{{.name = "Boids",
.windowFlags = ImGuiWindowFlags_NoScrollbar |
ImGuiWindowFlags_NoScrollWithMouse}},
ui{ui},
target{target} {}
void onUpdate(const sophia::FrameInfo&) override { ui.image(target); }
private:
sophia::UI& ui;
sophia::RenderTargetHandle target;
};
constexpr uint32_t DEFAULT_NUMBER_OF_BOIDS = 25;
class Boids2D : public sophia::Application {
public:
static constexpr float SCROLL_SPEED = 200.0f;
// World is a fixed box independent of the camera; boids wrap at its edges.
static constexpr float WORLD_HALF_WIDTH = 1000.0f;
static constexpr float WORLD_HALF_HEIGHT = 1000.0f;
static constexpr float MAX_SPEED = 120.0f;
static constexpr float MAX_FORCE = 200.0f;
static constexpr float PERCEPTION_RADIUS = 150.0f;
static constexpr float SEPARATION_RADIUS = 40.0f;
static constexpr float ALIGNMENT_WEIGHT = 1.0f;
static constexpr float COHESION_WEIGHT = 1.0f;
static constexpr float SEPARATION_WEIGHT = 1.5f;
static constexpr float BOID_LENGTH = 20.0f;
static constexpr float BOID_WIDTH = 12.0f;
// Neighbor lookups use a uniform grid instead of an O(n^2) scan. Cell size
// equals PERCEPTION_RADIUS so that a boid's neighbors can only ever fall in
// its own cell or the 8 cells surrounding it.
static constexpr float CELL_SIZE = PERCEPTION_RADIUS;
static constexpr int GRID_WIDTH =
static_cast<int>(2.0f * WORLD_HALF_WIDTH / CELL_SIZE) + 1;
static constexpr int GRID_HEIGHT =
static_cast<int>(2.0f * WORLD_HALF_HEIGHT / CELL_SIZE) + 1;
Boids2D() : Application{{.width = 750, .height = 1000, .name = "Boids2D"}} {
uint32_t numberOfBoids = DEFAULT_NUMBER_OF_BOIDS;
if (args.size() > 1) {
numberOfBoids = static_cast<uint32_t>(std::stoul(args[1]));
}
boids.resize(numberOfBoids);
sophia::EventSystem::get().addListener<sophia::KeyPressedEvent>(
[this](sophia::KeyPressedEvent& e) {
setScrollKeyHeld(e.getKeyCode(), true);
});
sophia::EventSystem::get().addListener<sophia::KeyReleasedEvent>(
[this](sophia::KeyReleasedEvent& e) {
setScrollKeyHeld(e.getKeyCode(), false);
});
}
void onCreate() override {
std::cout << "Boids2D created" << std::endl;
std::mt19937 rng{std::random_device{}()};
std::uniform_real_distribution<float> posX{-WORLD_HALF_WIDTH,
WORLD_HALF_WIDTH};
std::uniform_real_distribution<float> posY{-WORLD_HALF_HEIGHT,
WORLD_HALF_HEIGHT};
std::uniform_real_distribution<float> angle{0.0f, glm::two_pi<float>()};
for (Boid& boid : boids) {
boid.position = {posX(rng), posY(rng)};
float theta = angle(rng);
boid.velocity = glm::vec2{std::cos(theta), std::sin(theta)} * MAX_SPEED;
}
boidTexture = createBoidTexture();
sceneHandle = scenes().create();
sophia::Scene& scene = scenes().get(sceneHandle);
cameraEntity = scene.createEntity("Camera");
cameraEntity.addComponent<sophia::CameraComponent>();
std::uniform_real_distribution<float> tint{0.0f, 1.0f};
for (Boid& boid : boids) {
boid.entity = scene.createEntity("Boid");
boid.entity.addComponent<sophia::SpriteComponent>(sophia::SpriteComponent{
.texture = boidTexture,
.color = glm::vec4{glm::mix(glm::vec3{0.55f, 0.8f, 1.0f},
glm::vec3{1.0f, 0.85f, 0.55f}, tint(rng)),
1.0f},
.size = {BOID_LENGTH, BOID_WIDTH}});
}
target = resources().create<sophia::RenderTarget>();
views().create({.scene = sceneHandle,
.target = target,
.camera = cameraEntity,
.clearColor = {0.01f, 0.01f, 0.02f, 1.0f}});
panels().emplace<ViewportPanel>(ui(), target);
panels().setDefaultLayout({.center = {"Boids"}});
}
void onUpdate(const sophia::FrameInfo& frameInfo) override {
float scrollDistance =
SCROLL_SPEED * static_cast<float>(frameInfo.deltaTime);
glm::vec3& cameraPosition =
cameraEntity.getComponent<sophia::TransformComponent>().position;
if (scrollLeft) cameraPosition.x -= scrollDistance;
if (scrollRight) cameraPosition.x += scrollDistance;
if (scrollUp) cameraPosition.y -= scrollDistance;
if (scrollDown) cameraPosition.y += scrollDistance;
// One world unit per pixel, whatever size the viewport is.
cameraEntity.getComponent<sophia::CameraComponent>().ortho.height =
resources().getExtent(target).y;
updateBoids(static_cast<float>(frameInfo.deltaTime));
for (Boid& boid : boids) {
syncTransform(boid);
}
}
private:
// Maps a world position to its grid cell, clamped to the grid bounds.
glm::ivec2 cellOf(glm::vec2 position) const {
int cx = static_cast<int>((position.x + WORLD_HALF_WIDTH) / CELL_SIZE);
int cy = static_cast<int>((position.y + WORLD_HALF_HEIGHT) / CELL_SIZE);
return {std::clamp(cx, 0, GRID_WIDTH - 1),
std::clamp(cy, 0, GRID_HEIGHT - 1)};
}
void rebuildGrid() {
for (std::vector<uint32_t>& cell : grid) cell.clear();
for (uint32_t i = 0; i < boids.size(); ++i) {
glm::ivec2 cell = cellOf(boids[i].position);
grid[cell.y * GRID_WIDTH + cell.x].push_back(i);
}
}
void updateBoids(float deltaTime) {
rebuildGrid();
std::vector<glm::vec2> accelerations(boids.size());
for (size_t i = 0; i < boids.size(); ++i) {
glm::vec2 separation{0.0f};
glm::vec2 averageVelocity{0.0f};
glm::vec2 averagePosition{0.0f};
int neighborCount = 0;
glm::ivec2 cell = cellOf(boids[i].position);
for (int cy = std::max(cell.y - 1, 0);
cy <= std::min(cell.y + 1, GRID_HEIGHT - 1); ++cy) {
for (int cx = std::max(cell.x - 1, 0);
cx <= std::min(cell.x + 1, GRID_WIDTH - 1); ++cx) {
for (uint32_t j : grid[cy * GRID_WIDTH + cx]) {
if (j == i) continue;
glm::vec2 offset = boids[i].position - boids[j].position;
float dist = glm::length(offset);
if (dist >= PERCEPTION_RADIUS) continue;
averageVelocity += boids[j].velocity;
averagePosition += boids[j].position;
++neighborCount;
if (dist > 0.0f && dist < SEPARATION_RADIUS) {
separation += offset / (dist * dist);
}
}
}
}
glm::vec2 acceleration =
steerTowards(boids[i], separation) * SEPARATION_WEIGHT;
if (neighborCount > 0) {
averageVelocity /= static_cast<float>(neighborCount);
acceleration +=
steerTowards(boids[i], averageVelocity) * ALIGNMENT_WEIGHT;
averagePosition /= static_cast<float>(neighborCount);
glm::vec2 towardsGroup = averagePosition - boids[i].position;
acceleration += steerTowards(boids[i], towardsGroup) * COHESION_WEIGHT;
}
accelerations[i] = acceleration;
}
for (size_t i = 0; i < boids.size(); ++i) {
Boid& boid = boids[i];
boid.velocity += accelerations[i] * deltaTime;
float speed = glm::length(boid.velocity);
if (speed > MAX_SPEED) {
boid.velocity = boid.velocity / speed * MAX_SPEED;
}
boid.position += boid.velocity * deltaTime;
wrapPosition(boid.position);
}
}
// Steers boid towards desiredDirection at up to MAX_SPEED, clamped to
// MAX_FORCE.
glm::vec2 steerTowards(const Boid& boid, glm::vec2 desiredDirection) {
float directionLength = glm::length(desiredDirection);
if (directionLength < 1e-5f) return glm::vec2{0.0f};
glm::vec2 desired = desiredDirection / directionLength * MAX_SPEED;
glm::vec2 steer = desired - boid.velocity;
float steerLength = glm::length(steer);
if (steerLength > MAX_FORCE) {
steer = steer / steerLength * MAX_FORCE;
}
return steer;
}
void wrapPosition(glm::vec2& position) {
if (position.x > WORLD_HALF_WIDTH) position.x = -WORLD_HALF_WIDTH;
if (position.x < -WORLD_HALF_WIDTH) position.x = WORLD_HALF_WIDTH;
if (position.y > WORLD_HALF_HEIGHT) position.y = -WORLD_HALF_HEIGHT;
if (position.y < -WORLD_HALF_HEIGHT) position.y = WORLD_HALF_HEIGHT;
}
void syncTransform(Boid& boid) {
glm::vec2 direction = boid.velocity;
float speed = glm::length(direction);
direction = speed > 1e-5f ? direction / speed : glm::vec2{0.0f, -1.0f};
float angle = std::atan2(direction.y, direction.x);
auto& transform = boid.entity.getComponent<sophia::TransformComponent>();
transform.position = glm::vec3(boid.position, 0.0f);
transform.rotation = glm::angleAxis(angle, glm::vec3(0.0f, 0.0f, 1.0f));
}
// Boid shape, nose pointing along +u, as an anti-aliased white triangle on
// a transparent background; each boid's sprite tints it.
sophia::TextureHandle createBoidTexture() {
constexpr uint32_t WIDTH = 64;
constexpr uint32_t HEIGHT = 40;
std::vector<uint8_t> pixels(WIDTH * HEIGHT * 4);
for (uint32_t y = 0; y < HEIGHT; ++y) {
for (uint32_t x = 0; x < WIDTH; ++x) {
float u = (static_cast<float>(x) + 0.5f) / WIDTH;
float v = (static_cast<float>(y) + 0.5f) / HEIGHT;
// Distance inside the triangle's edge, in pixels.
float inside = (0.5f * (1.0f - u) - std::abs(v - 0.5f)) * HEIGHT;
float alpha = std::clamp(inside + 0.5f, 0.0f, 1.0f);
uint8_t* pixel = &pixels[(y * WIDTH + x) * 4];
pixel[0] = pixel[1] = pixel[2] = 255;
pixel[3] = static_cast<uint8_t>(alpha * 255.0f);
}
}
return resources().create<sophia::Texture>(WIDTH, HEIGHT,
std::move(pixels));
}
void setScrollKeyHeld(sophia::KeyCode keycode, bool held) {
if (keycode == sophia::Key::Left) scrollLeft = held;
if (keycode == sophia::Key::Right) scrollRight = held;
if (keycode == sophia::Key::Up) scrollUp = held;
if (keycode == sophia::Key::Down) scrollDown = held;
}
std::vector<Boid> boids;
std::vector<std::vector<uint32_t>> grid{
static_cast<size_t>(GRID_WIDTH * GRID_HEIGHT)};
sophia::TextureHandle boidTexture{};
sophia::SceneHandle sceneHandle{};
sophia::RenderTargetHandle target{};
sophia::Entity cameraEntity;
bool scrollLeft = false;
bool scrollRight = false;
bool scrollUp = false;
bool scrollDown = false;
};
SOPHIA_MAIN(Boids2D)