Files
bloubloulespoissons/fish.cpp
Clément Fouché 49dd133095 it works
2024-12-04 17:35:50 +01:00

162 lines
5.5 KiB
C++

#include "fish.h"
Fish::Fish(const int x, const int y, const float vx, const float vy, std::vector<Fish> &school, const int id, const int width, const int height, SDL_Renderer* renderer, int biasdir, SDL_Texture* texture)
: x(x), y(y), vx(vx), vy(vy), school(school), id(id), width(width), height(height), biasdir(biasdir), texture(texture) {
// Constructor implementation
}
Fish::Fish(const Fish& other)
: x(other.x), y(other.y), vx(other.vx), vy(other.vy), school(other.school), id(other.id), texture(other.texture), width(other.width), height(other.height), biasdir(other.biasdir) {
// Additional initialization if needed
}
Fish& Fish::operator=(const Fish& other) {
if (this != &other) {
x = other.x;
y = other.y;
vx = other.vx;
vy = other.vy;
school = other.school;
id = other.id;
texture = other.texture;
width = other.width;
height = other.height;
biasdir = other.biasdir;
}
return *this;
}
void Fish::drawArrow(SDL_Renderer *renderer, int x, int y, float vx, float vy) {
const int arrowLength = 30; // Augmenter la longueur de la flèche
const int arrowWidth = 10; // Garder la largeur de la flèche constante
SDL_Point points[4];
if (vx == 0 && vy == 0) return;
float angle = atan2(vy, vx);
points[0] = {x + static_cast<int>(arrowLength * cos(angle)), y + static_cast<int>(arrowLength * sin(angle))};
points[1] = {
x + static_cast<int>(arrowWidth * cos(angle + M_PI / 6)),
y + static_cast<int>(arrowWidth * sin(angle + M_PI / 6))
};
points[2] = {
x + static_cast<int>(arrowWidth * cos(angle - M_PI / 6)),
y + static_cast<int>(arrowWidth * sin(angle - M_PI / 6))
};
points[3] = points[0];
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); // Vert
SDL_RenderDrawLines(renderer, points, 4);
}
void Fish::draw(SDL_Renderer *renderer) {
Camera &camera = Camera::getInstance();
int cameraX = camera.getX();
int cameraY = camera.getY();
SDL_Rect rect = {static_cast<int>(x) - cameraX, static_cast<int>(y) - cameraY, width, height};
float angle = atan2(vy, vx) * 180 / M_PI; // Convert angle to degrees
if (texture) {
SDL_RenderCopyEx(renderer, texture, nullptr, &rect, angle, nullptr, SDL_FLIP_NONE);
} else {
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); // Red
SDL_RenderFillRect(renderer, &rect);
}
//drawArrow(renderer, x + width / 2, y + height / 2, vx, vy);
}
bool Fish::isInView(Fish &other) {
return (other.getX() >= x - VISUAL_RANGE && other.getX() <= x + VISUAL_RANGE &&
other.getY() >= y - VISUAL_RANGE && other.getY() <= y + VISUAL_RANGE);
}
bool Fish::isClose(Fish &other) {
return (other.getX() >= x - PROTECTED_RANGE && other.getX() <= x + PROTECTED_RANGE &&
other.getY() >= y - PROTECTED_RANGE && other.getY() <= y + PROTECTED_RANGE);
}
void Fish::checkNeighborhood(Fish &other,float &xpos_avg, float &ypos_avg, float &xvel_avg, float &yvel_avg, int &neighboring_boids, float &close_dx, float &close_dy) {
if (isInView(other)) {
if (isClose(other)) {
close_dx += x - other.getX();
close_dy += y - other.getY();
}
xpos_avg += other.getX();
ypos_avg += other.getY();
xvel_avg += other.getVx();
yvel_avg += other.getVy();
neighboring_boids++;
}
}
void Fish::insertionSort(std::vector<Fish>& school) {
for (size_t i = 1; i < school.size(); ++i) {
Fish key = school[i];
int j = i - 1;
while (j >= 0 && Fish::SortByX(key, school[j])) {
school[j + 1] = school[j];
--j;
}
school[j + 1] = key;
}
}
void Fish::cycle(int iter) {
int neighboring_boids = 0;
float xvel_avg = 0, yvel_avg = 0, xpos_avg = 0, ypos_avg = 0, close_dx = 0, close_dy = 0;
for (int i = iter; i < school.size(); i++) {
if (school[i].getId() != id) {
if (school[i].getX() - VISUAL_RANGE > x + VISUAL_RANGE) { break; }
checkNeighborhood(school[i], xpos_avg, ypos_avg, xvel_avg, yvel_avg, neighboring_boids, close_dx, close_dy);
}
}
for (int i = iter - 1; i >= 0; i--) {
if (school[i].getId() != id) {
if (school[i].getX() + VISUAL_RANGE < x - VISUAL_RANGE) { break; }
checkNeighborhood(school[i], xpos_avg, ypos_avg, xvel_avg, yvel_avg, neighboring_boids, close_dx, close_dy);
}
}
if (neighboring_boids > 0) {
xpos_avg /= neighboring_boids;
ypos_avg /= neighboring_boids;
xvel_avg /= neighboring_boids;
yvel_avg /= neighboring_boids;
vx += (xpos_avg - x) * CENTERING_FACTOR + (xvel_avg - vx) * MATCHING_FACTOR;
vy += (ypos_avg - y) * CENTERING_FACTOR + (yvel_avg - vy) * MATCHING_FACTOR;
}
vx += close_dx * AVOIDANCE_FORCE;
vy += close_dy * AVOIDANCE_FORCE;
if (y <= 0) {
vy += TURN_FACTOR;
}
if (y >= (ENV_WIDTH - MARGIN_HEIGHT)) {
vy -= TURN_FACTOR;
}
if (x <= 0) {
vx += TURN_FACTOR;
}
if (x >= (ENV_WIDTH - MARGIN_WIDTH)) {
vx -= TURN_FACTOR;
}
if (biasdir == 1) {
vx = (1 - BIASVALUE) * vx + (BIASVALUE * 1);
} else if (biasdir == 0) {
vx = (1 - BIASVALUE) * vx + (BIASVALUE * -1);
}
float speed = sqrt(vx * vx + vy * vy);
if (speed > MAX_SPEED) {
vx = vx / speed * MAX_SPEED;
vy = vy / speed * MAX_SPEED;
} else if (speed < MIN_SPEED) {
vx = vx / speed * MIN_SPEED;
vy = vy / speed * MIN_SPEED;
}
x += vx;
y += vy;
}