129 lines
3.0 KiB
Go
129 lines
3.0 KiB
Go
package main
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import (
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"math"
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"math/rand"
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"github.com/gen2brain/raylib-go/raylib"
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)
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type ContourLayer struct {
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field Field
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maxActors uint32
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actors []*Actor
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actorIndex uint32
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actorColor rl.Color
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rng *rand.Rand
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}
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func NewContourLayer(sketch *Sketch, rng *rand.Rand, field Field, color rl.Color) *ContourLayer {
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maxActors := 200000
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actors := make([]*Actor, maxActors)
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layer := ContourLayer {
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rng: rng,
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field: field,
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actors: actors,
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maxActors: uint32(maxActors),
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actorColor: color,
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actorIndex: 0,
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}
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return &layer
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}
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func (s *ContourLayer) AddActors(color rl.Color, n, sourceWidth, sourceHeight int32) {
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for range n {
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x := s.rng.Int31() % sourceWidth
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y := s.rng.Int31() % sourceHeight
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newActor :=
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&Actor {
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position: rl.Vector2{X: float32(x), Y: float32(y)},
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field: s.field,
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stepSize: 1,
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color: s.actorColor,
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}
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s.actors[s.actorIndex] = newActor
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s.actorIndex = (s.actorIndex + 1) % s.maxActors
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}
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}
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func (s *ContourLayer) Update(ctx *RenderCtx) {
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s.AddActors(s.actorColor, 100, ctx.SourceWidth, ctx.SourceHeight)
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}
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func (s *ContourLayer) Draw(ctx *RenderCtx) {
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rl.BeginBlendMode(rl.BlendAdditive)
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for _, actor := range s.actors {
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if actor != nil {
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actor.Draw()
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}
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}
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rl.EndBlendMode()
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}
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func (s *ContourLayer) IsDirty() bool {
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return true
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}
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type Actor struct {
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position rl.Vector2
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field Field
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stepSize float32
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color rl.Color
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}
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func (a *Actor) Draw() {
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v := a.field.Get(a.position.X, a.position.Y)
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rad := rl.Remap(v, 0, 1, 0, 10*math.Pi)
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nextPosition := rl.Vector2{X: a.position.X + a.stepSize*float32(math.Cos(float64(rad))), Y: a.position.Y + a.stepSize*float32(math.Sin(float64(rad)))}
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rl.DrawLineV(a.position, nextPosition, a.color)
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a.position = nextPosition
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}
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func RandRadialVec(rng *rand.Rand, minRadius float32, maxRadius float32, loAngle float32, hiAngle float32) rl.Vector2 {
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r := float64(rl.Remap(rng.Float32(), 0, 1, minRadius, maxRadius))
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deg := float64(rl.Remap(rng.Float32(), 0, 1, loAngle, hiAngle))
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rad := rl.Deg2rad * deg
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return rl.Vector2{X: float32(r * math.Cos(rad)), Y: float32(r * math.Sin(rad))}
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}
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type Worm struct {
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position rl.Vector2
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angles []float32
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angleIndex int
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stepSize int
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renderPct float32
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}
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func (w *Worm) Draw(ctx *RenderCtx) {
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rl.PushMatrix()
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rl.Translatef(w.position.X, w.position.Y, 0)
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lastAngle := float32(0.0)
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stepCount := 0
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nudged := false
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for i := range w.angles {
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ii := (i + w.angleIndex) % len(w.angles)
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angle := w.angles[ii]
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deltaAngle := angle - lastAngle
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if !nudged {
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rad := float64(deltaAngle * math.Pi / 180.0)
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nudge := rl.Vector2{X: float32(w.stepSize) * float32(math.Cos(rad)), Y: float32(w.stepSize) * float32(math.Sin(rad))}
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w.position = rl.Vector2Add(w.position, nudge)
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nudged = true
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}
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rl.Rotatef(deltaAngle, 0, 0, 1)
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rl.DrawLine(0, 0, int32(w.stepSize), 0, rl.NewColor(184, 187, 38, 50))
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rl.Translatef(float32(w.stepSize), 0, 0)
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lastAngle = angle
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stepCount++
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if stepCount > int(float32(len(w.angles))*w.renderPct) {
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break
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}
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}
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rl.PopMatrix()
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w.angleIndex = (w.angleIndex + 1) % len(w.angles)
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}
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