9d2b167f70
Add a RenderTarget resource so the scene can render offscreen instead of straight to the swapchain. The editor uses it to show the scene inside the Viewport panel. - Rename AssetRegistry to ResourceRegistry (AssetTraits -> ResourceTraits, assets() -> resources()) and move the pools from engine/src/assets to engine/src/resources. It now covers non-asset GPU resources as well. - Replace loadMesh() with create<T>(...), and add create<RenderTarget>(), requestResize(), getExtent() and isAlive(). - Add RenderTarget and RenderTargetPool with RenderTargetHandle. Resizes are deferred and applied at the start of the next frame, when the GPU is idle. - Add Application::setSceneTarget(). With no target set, the scene still renders to the swapchain. With a target set, the scene renders offscreen and the swapchain receives only the UI. Frame extent and camera projection follow the target's size. - Add sophia::UI (Application::ui()) with image() and getTextureId() to draw a render target in an ImGui window, sizing the target to the available space. ImGuiRenderer now registers the target textures for this. - ViewportPanel takes the UI and a target, and draws the scene image in place of the flat background fill. - Update the testbed, the boids example, and the glossary for the rename.
249 lines
8.4 KiB
C++
249 lines
8.4 KiB
C++
#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <iostream>
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#include <random>
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#include <sophia/application.hpp>
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#include <sophia/event.hpp>
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#include <sophia/key_event.hpp>
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#include <stdexcept>
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#include <string>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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struct Boid {
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glm::vec2 position;
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glm::vec2 velocity;
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};
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constexpr uint32_t DEFAULT_NUMBER_OF_BOIDS = 25;
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class Boids2D : public sophia::Application {
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public:
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static constexpr float SCROLL_SPEED = 200.0f;
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// World is a fixed box independent of the camera; boids wrap at its edges.
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static constexpr float WORLD_HALF_WIDTH = 1000.0f;
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static constexpr float WORLD_HALF_HEIGHT = 1000.0f;
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static constexpr float MAX_SPEED = 120.0f;
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static constexpr float MAX_FORCE = 200.0f;
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static constexpr float PERCEPTION_RADIUS = 150.0f;
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static constexpr float SEPARATION_RADIUS = 40.0f;
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static constexpr float ALIGNMENT_WEIGHT = 1.0f;
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static constexpr float COHESION_WEIGHT = 1.0f;
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static constexpr float SEPARATION_WEIGHT = 1.5f;
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static constexpr float BOID_LENGTH = 20.0f;
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static constexpr float BOID_WIDTH = 12.0f;
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// Neighbor lookups use a uniform grid instead of an O(n^2) scan. Cell size
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// equals PERCEPTION_RADIUS so that a boid's neighbors can only ever fall in
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// its own cell or the 8 cells surrounding it.
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static constexpr float CELL_SIZE = PERCEPTION_RADIUS;
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static constexpr int GRID_WIDTH =
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static_cast<int>(2.0f * WORLD_HALF_WIDTH / CELL_SIZE) + 1;
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static constexpr int GRID_HEIGHT =
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static_cast<int>(2.0f * WORLD_HALF_HEIGHT / CELL_SIZE) + 1;
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Boids2D() : Application{{.width = 750, .height = 1000, .name = "Boids2D"}} {
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uint32_t numberOfBoids = DEFAULT_NUMBER_OF_BOIDS;
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if (args.size() > 1) {
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numberOfBoids = static_cast<uint32_t>(std::stoul(args[1]));
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}
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boids.resize(numberOfBoids);
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sophia::EventSystem::get().addListener<sophia::KeyPressedEvent>(
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[this](sophia::KeyPressedEvent& e) {
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setScrollKeyHeld(e.getKeyCode(), true);
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});
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sophia::EventSystem::get().addListener<sophia::KeyReleasedEvent>(
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[this](sophia::KeyReleasedEvent& e) {
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setScrollKeyHeld(e.getKeyCode(), false);
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});
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}
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void onCreate() override {
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std::cout << "Boids2D created" << std::endl;
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std::mt19937 rng{std::random_device{}()};
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std::uniform_real_distribution<float> posX{-WORLD_HALF_WIDTH,
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WORLD_HALF_WIDTH};
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std::uniform_real_distribution<float> posY{-WORLD_HALF_HEIGHT,
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WORLD_HALF_HEIGHT};
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std::uniform_real_distribution<float> angle{0.0f, glm::two_pi<float>()};
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for (Boid& boid : boids) {
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boid.position = {posX(rng), posY(rng)};
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float theta = angle(rng);
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boid.velocity = glm::vec2{std::cos(theta), std::sin(theta)} * MAX_SPEED;
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}
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// Boid shape in local space, nose pointing along +x; each boid is drawn
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// as an instance of this one mesh with a per-boid transform.
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std::vector<sophia::CanvasVertex> vertices{
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{{BOID_LENGTH * 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}},
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{{-BOID_LENGTH * 0.5f, BOID_WIDTH * 0.5f}, {1.0f, 1.0f, 1.0f}},
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{{-BOID_LENGTH * 0.5f, -BOID_WIDTH * 0.5f}, {1.0f, 1.0f, 1.0f}},
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};
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boidMesh = resources().create<sophia::Mesh>(std::move(vertices));
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}
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void onUpdate(const sophia::FrameInfo& frameInfo) override {
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float scrollDistance =
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SCROLL_SPEED * static_cast<float>(frameInfo.deltaTime);
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if (scrollLeft) camera.position.x -= scrollDistance;
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if (scrollRight) camera.position.x += scrollDistance;
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if (scrollUp) camera.position.y -= scrollDistance;
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if (scrollDown) camera.position.y += scrollDistance;
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updateBoids(static_cast<float>(frameInfo.deltaTime));
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for (const Boid& boid : boids) {
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drawBoid(boid);
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}
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}
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private:
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// Maps a world position to its grid cell, clamped to the grid bounds.
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glm::ivec2 cellOf(glm::vec2 position) const {
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int cx = static_cast<int>((position.x + WORLD_HALF_WIDTH) / CELL_SIZE);
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int cy = static_cast<int>((position.y + WORLD_HALF_HEIGHT) / CELL_SIZE);
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return {std::clamp(cx, 0, GRID_WIDTH - 1),
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std::clamp(cy, 0, GRID_HEIGHT - 1)};
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}
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void rebuildGrid() {
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for (std::vector<uint32_t>& cell : grid) cell.clear();
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for (uint32_t i = 0; i < boids.size(); ++i) {
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glm::ivec2 cell = cellOf(boids[i].position);
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grid[cell.y * GRID_WIDTH + cell.x].push_back(i);
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}
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}
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void updateBoids(float deltaTime) {
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rebuildGrid();
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std::vector<glm::vec2> accelerations(boids.size());
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for (size_t i = 0; i < boids.size(); ++i) {
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glm::vec2 separation{0.0f};
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glm::vec2 averageVelocity{0.0f};
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glm::vec2 averagePosition{0.0f};
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int neighborCount = 0;
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glm::ivec2 cell = cellOf(boids[i].position);
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for (int cy = std::max(cell.y - 1, 0);
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cy <= std::min(cell.y + 1, GRID_HEIGHT - 1); ++cy) {
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for (int cx = std::max(cell.x - 1, 0);
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cx <= std::min(cell.x + 1, GRID_WIDTH - 1); ++cx) {
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for (uint32_t j : grid[cy * GRID_WIDTH + cx]) {
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if (j == i) continue;
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glm::vec2 offset = boids[i].position - boids[j].position;
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float dist = glm::length(offset);
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if (dist >= PERCEPTION_RADIUS) continue;
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averageVelocity += boids[j].velocity;
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averagePosition += boids[j].position;
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++neighborCount;
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if (dist > 0.0f && dist < SEPARATION_RADIUS) {
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separation += offset / (dist * dist);
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}
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}
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}
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}
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glm::vec2 acceleration =
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steerTowards(boids[i], separation) * SEPARATION_WEIGHT;
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if (neighborCount > 0) {
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averageVelocity /= static_cast<float>(neighborCount);
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acceleration +=
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steerTowards(boids[i], averageVelocity) * ALIGNMENT_WEIGHT;
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averagePosition /= static_cast<float>(neighborCount);
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glm::vec2 towardsGroup = averagePosition - boids[i].position;
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acceleration += steerTowards(boids[i], towardsGroup) * COHESION_WEIGHT;
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}
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accelerations[i] = acceleration;
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}
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for (size_t i = 0; i < boids.size(); ++i) {
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Boid& boid = boids[i];
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boid.velocity += accelerations[i] * deltaTime;
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float speed = glm::length(boid.velocity);
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if (speed > MAX_SPEED) {
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boid.velocity = boid.velocity / speed * MAX_SPEED;
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}
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boid.position += boid.velocity * deltaTime;
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wrapPosition(boid.position);
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}
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}
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// Steers boid towards desiredDirection at up to MAX_SPEED, clamped to
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// MAX_FORCE.
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glm::vec2 steerTowards(const Boid& boid, glm::vec2 desiredDirection) {
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float directionLength = glm::length(desiredDirection);
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if (directionLength < 1e-5f) return glm::vec2{0.0f};
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glm::vec2 desired = desiredDirection / directionLength * MAX_SPEED;
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glm::vec2 steer = desired - boid.velocity;
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float steerLength = glm::length(steer);
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if (steerLength > MAX_FORCE) {
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steer = steer / steerLength * MAX_FORCE;
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}
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return steer;
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}
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void wrapPosition(glm::vec2& position) {
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if (position.x > WORLD_HALF_WIDTH) position.x = -WORLD_HALF_WIDTH;
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if (position.x < -WORLD_HALF_WIDTH) position.x = WORLD_HALF_WIDTH;
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if (position.y > WORLD_HALF_HEIGHT) position.y = -WORLD_HALF_HEIGHT;
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if (position.y < -WORLD_HALF_HEIGHT) position.y = WORLD_HALF_HEIGHT;
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}
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void drawBoid(const Boid& boid) {
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glm::vec2 direction = boid.velocity;
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float speed = glm::length(direction);
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direction = speed > 1e-5f ? direction / speed : glm::vec2{0.0f, -1.0f};
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float angle = std::atan2(direction.y, direction.x);
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glm::mat4 transform =
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glm::translate(glm::mat4{1.f}, glm::vec3(boid.position, 0.0f)) *
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glm::rotate(glm::mat4{1.f}, angle, glm::vec3(0.0f, 0.0f, 1.0f));
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drawMesh(boidMesh, transform);
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}
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void setScrollKeyHeld(sophia::KeyCode keycode, bool held) {
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if (keycode == sophia::Key::Left) scrollLeft = held;
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if (keycode == sophia::Key::Right) scrollRight = held;
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if (keycode == sophia::Key::Up) scrollUp = held;
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if (keycode == sophia::Key::Down) scrollDown = held;
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}
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std::vector<Boid> boids;
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std::vector<std::vector<uint32_t>> grid{
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static_cast<size_t>(GRID_WIDTH * GRID_HEIGHT)};
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sophia::MeshHandle boidMesh{};
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bool scrollLeft = false;
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bool scrollRight = false;
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bool scrollUp = false;
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bool scrollDown = false;
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};
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SOPHIA_MAIN(Boids2D)
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