feat: add 3d nodes
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ac91b9a53e
commit
0f67d318df
@ -0,0 +1,101 @@
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use super::*;
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use godot::prelude::*;
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use crate::{to_glam_vec, BoidProperties, Flock3D};
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#[derive(GodotClass)]
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#[class(init, base=Node3D)]
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pub struct Boid3D {
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#[export]
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/// The properties of this boid.
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/// Note: this cannot be changed in runtime, aside from removing and readding the node.
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properties: Gd<BoidProperties>,
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props: BoidProperties,
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vel: Vec3,
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flock_id: i64,
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base: Base<Node3D>,
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}
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#[godot_api]
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impl Boid3D {
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#[func]
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#[inline(always)]
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/// Get the current velocity of this boid.
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fn get_velocity(&self) -> Vector3 {
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Vector3::new(self.vel.x, self.vel.y, self.vel.z)
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}
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#[func]
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#[inline(always)]
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/// Get the ID of this boid.
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pub fn get_id(&self) -> i64 {
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self.base().instance_id().to_i64()
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}
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#[func]
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#[inline(always)]
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/// Get the flock ID of this boid.
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pub fn get_flock_id(&self) -> i64 {
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self.flock_id
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}
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}
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#[godot_api]
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impl INode3D for Boid3D {
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fn enter_tree(&mut self) {
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let Some(mut flock) = self
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.to_gd()
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.get_parent()
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.and_then(|gd| gd.try_cast::<Flock3D>().ok())
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else {
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let boid_id = self.get_id();
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godot_error!("[Boid3D:{boid_id}] boids parent isn't a Flock3D, or has no parent");
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return;
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};
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let mut flock = flock.bind_mut();
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flock.register_boid(self.get_id());
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self.flock_id = flock.get_id();
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}
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fn ready(&mut self) {
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self.props = self.properties.bind().clone();
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}
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fn exit_tree(&mut self) {
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let mut flock = godot::global::instance_from_id(self.get_flock_id())
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.unwrap()
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.cast::<Flock3D>();
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flock.bind_mut().unregister_boid(self.get_id());
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}
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}
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impl Boid for Boid3D {
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#[inline(always)]
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fn apply_force(&mut self, force: Vec3) {
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self.vel += force;
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let new_vel = self.vel.clamp_length_max(self.props.max_speed);
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self.vel = new_vel;
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self.base_mut()
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.translate(Vector3::new(new_vel.x, new_vel.y, new_vel.z));
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}
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#[inline(always)]
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fn get_boid_position(&self) -> Vec3 {
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to_glam_vec(self.base().get_position())
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}
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#[inline(always)]
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fn get_boid_velocity(&self) -> Vec3 {
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self.vel
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}
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#[inline(always)]
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fn get_boid_properties(&self) -> &BoidProperties {
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&self.props
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}
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#[inline(always)]
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fn get_flock_id(&self) -> i64 {
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self.get_flock_id()
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}
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}
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104
rust/src/flock/flock_3d.rs
Normal file
104
rust/src/flock/flock_3d.rs
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@ -0,0 +1,104 @@
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use glam::*;
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use godot::prelude::*;
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use crate::{
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get_singleton, to_glam_vec, Boid, Boid3D, BoidProperties, FlockProperties, FxIndexMap,
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};
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use super::Flock;
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#[derive(GodotClass)]
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#[class(init, base=Node3D)]
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pub struct Flock3D {
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#[export]
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/// Properties of this flock.
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/// Note: this cannot be changed in runtime, aside from removing and readding the node.
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properties: Gd<FlockProperties>,
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props: FlockProperties,
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#[export]
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/// A target node for the flock to follow.
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target: Option<Gd<Node3D>>,
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pub boids: FxIndexMap<i64, Gd<Boid3D>>,
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base: Base<Node3D>,
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}
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impl Flock3D {
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pub fn register_boid(&mut self, boid_id: i64) {
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let boid: Gd<Boid3D> = godot::global::instance_from_id(boid_id).unwrap().cast();
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self.boids.insert(boid_id, boid.clone());
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get_singleton().bind_mut().register_boid_3d(boid_id, boid);
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let flock_id = self.get_id();
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godot_print!("[Flock3D:{flock_id}] boid {boid_id} registered");
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}
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pub fn unregister_boid(&mut self, boid_id: i64) {
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self.boids.shift_remove(&boid_id);
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get_singleton().bind_mut().unregister_boid_3d(boid_id);
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let flock_id = self.get_id();
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godot_print!("[Flock3D:{flock_id}] boid {boid_id} unregistered");
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}
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}
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#[godot_api]
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impl INode3D for Flock3D {
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fn enter_tree(&mut self) {
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get_singleton().bind_mut().register_flock_3d(self.get_id())
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}
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fn ready(&mut self) {
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self.props = self.properties.bind().clone();
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}
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fn exit_tree(&mut self) {
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get_singleton()
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.bind_mut()
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.unregister_flock_3d(self.get_id())
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}
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}
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#[godot_api]
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impl Flock3D {
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#[func]
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#[inline(always)]
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pub fn get_id(&self) -> i64 {
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self.base().instance_id().to_i64()
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}
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}
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impl Flock for Flock3D {
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#[inline(always)]
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fn get_flock_properties(&self) -> &FlockProperties {
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&self.props
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}
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#[inline(always)]
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fn get_target_position(&self) -> Option<Vec3> {
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self.target.as_ref().map(|t| to_glam_vec(t.get_position()))
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}
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#[inline(always)]
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fn get_boids_posvel(&self) -> Vec<(Vec3, Vec3)> {
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let boid_count = self.boids.len();
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let mut result = Vec::with_capacity(boid_count);
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result.extend(self.boids.values().map(|b| {
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let b = b.bind();
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(b.get_boid_position(), b.get_boid_velocity())
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}));
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result
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}
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#[inline(always)]
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fn get_boids(&self) -> impl Iterator<Item = (&i64, (Vec3, Vec3, BoidProperties))> {
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self.boids.iter().map(|(id, boid)| {
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let boid = boid.bind();
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(
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id,
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(
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boid.get_boid_position(),
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boid.get_boid_velocity(),
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boid.get_boid_properties().clone(),
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),
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)
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})
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}
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}
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@ -3,6 +3,7 @@ use crate::{BoidProperties, FlockProperties};
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use glam::*;
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pub mod flock_2d;
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pub mod flock_3d;
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pub trait Flock {
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fn get_flock_properties(&self) -> &FlockProperties;
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@ -16,7 +16,7 @@ mod flock_properties;
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pub use boid::{boid_2d::*, boid_3d::*, Boid};
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pub use boid_properties::BoidProperties;
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pub use flock::{flock_2d::*, Flock};
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pub use flock::{flock_2d::*, flock_3d::*, Flock};
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pub use flock_properties::FlockProperties;
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use rustc_hash::FxBuildHasher;
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@ -115,8 +115,13 @@ impl INode for BoidsProcess {
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#[inline(always)]
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fn physics_process(&mut self, _: f64) {
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if self.get_engine_singleton().get_physics_frames() % (self.process_per_tick as u64) == 0 {
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if self.process_2d {
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self.get_boids_singleton().bind_mut().process_boids_2d();
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let (process_2d, process_3d) = (self.process_2d, self.process_3d);
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let mut s = self.get_boids_singleton().bind_mut();
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if process_2d {
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s.process_boids_2d();
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}
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if process_3d {
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s.process_boids_3d();
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}
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}
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}
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@ -128,6 +133,8 @@ impl INode for BoidsProcess {
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struct Boids {
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flocks2d: FxIndexMap<i64, Gd<Flock2D>>,
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boids2d: FxIndexMap<i64, Gd<Boid2D>>,
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flocks3d: FxIndexMap<i64, Gd<Flock3D>>,
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boids3d: FxIndexMap<i64, Gd<Boid3D>>,
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base: Base<Object>,
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}
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@ -152,6 +159,27 @@ impl Boids {
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fn unregister_boid_2d(&mut self, boid_id: i64) {
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self.boids2d.shift_remove(&boid_id);
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}
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fn register_flock_3d(&mut self, flock_id: i64) {
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let flock = godot::global::instance_from_id(flock_id).unwrap().cast();
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self.flocks3d.insert(flock_id, flock);
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godot_print!("[Boids] flock {flock_id} registered");
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}
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fn unregister_flock_3d(&mut self, flock_id: i64) {
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self.flocks3d.shift_remove(&flock_id);
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godot_print!("[Boids] flock {flock_id} unregistered");
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}
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#[inline(always)]
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fn register_boid_3d(&mut self, boid_id: i64, boid: Gd<Boid3D>) {
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self.boids3d.insert(boid_id, boid);
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}
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#[inline(always)]
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fn unregister_boid_3d(&mut self, boid_id: i64) {
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self.boids3d.shift_remove(&boid_id);
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}
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}
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#[godot_api]
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@ -164,6 +192,14 @@ impl Boids {
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process_boids(&mut self.boids2d, &self.flocks2d)
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}
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#[func]
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#[inline(always)]
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/// Process all 3D boids once.
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/// NOTE: This function is not intended to be manually called. Prefer using `BoidsProcess` as an autoload singleton where possible.
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fn process_boids_3d(&mut self) {
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process_boids(&mut self.boids3d, &self.flocks3d)
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}
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#[func]
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#[inline(always)]
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/// Gets the total 2D boid count.
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@ -177,6 +213,20 @@ impl Boids {
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fn get_total_flock_2d_count(&self) -> i64 {
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self.flocks2d.len() as i64
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}
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#[func]
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#[inline(always)]
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/// Gets the total 3D boid count.
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fn get_total_boid_3d_count(&self) -> i64 {
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self.boids3d.len() as i64
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}
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#[func]
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#[inline(always)]
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/// Gets the total 3D flock count.
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fn get_total_flock_3d_count(&self) -> i64 {
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self.flocks3d.len() as i64
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}
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}
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#[inline(always)]
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