| 1 | using System; |
| 2 | |
| 3 | internal readonly struct Vector |
| 4 | { |
| 5 | public readonly double X; |
| 6 | public readonly double Y; |
| 7 | public readonly double Z; |
| 8 | |
| 9 | public Vector(double x, double y, double z) |
| 10 | { |
| 11 | X = x; |
| 12 | Y = y; |
| 13 | Z = z; |
| 14 | } |
| 15 | |
| 16 | public override string ToString() |
| 17 | { |
| 18 | return $"({X}, {Y}, {Z})"; |
| 19 | } |
| 20 | } |
| 21 | |
| 22 | |
| 23 | class Program |
| 24 | { |
| 25 | static void Main(string[] args) |
| 26 | { |
| 27 | const int boidsCount = 10000; |
| 28 | |
| 29 | var positions = new Vector[boidsCount]; |
| 30 | var velocities = new Vector[boidsCount]; |
| 31 | |
| 32 | const double maxCoordinate = 10000.0; |
| 33 | |
| 34 | var random = new Random(); |
| 35 | |
| 36 | for (var positionIndex = 0; positionIndex < positions.Length; positionIndex++) |
| 37 | { |
| 38 | positions[positionIndex] = new Vector( |
| 39 | x: random.NextDouble() * maxCoordinate, |
| 40 | y: random.NextDouble() * maxCoordinate, |
| 41 | z: random.NextDouble() * maxCoordinate |
| 42 | ); |
| 43 | } |
| 44 | |
| 45 | const double cohesionDistance = 10.0; |
| 46 | const double separationDistance = 5.0; |
| 47 | |
| 48 | var closeBoids = new List<int>(); |
| 49 | |
| 50 | for (var boidIndex = 0; boidIndex < positions.Length; boidIndex++) |
| 51 | { |
| 52 | var position = positions[boidIndex]; |
| 53 | closeBoids.Clear(); |
| 54 | |
| 55 | for (var otherBoidIndex = 0; otherBoidIndex < positions.Length; otherBoidIndex++) |
| 56 | { |
| 57 | if (boidIndex == otherBoidIndex) |
| 58 | { |
| 59 | continue; |
| 60 | } |
| 61 | |
| 62 | var otherPosition = positions[otherBoidIndex]; |
| 63 | |
| 64 | var differenceX = position.X - otherPosition.X; |
| 65 | var differenceY = position.Y - otherPosition.Y; |
| 66 | var differenceZ = position.Z - otherPosition.Z; |
| 67 | |
| 68 | var distance = differenceX * differenceX + |
| 69 | differenceY * differenceY + |
| 70 | differenceZ * differenceZ; |
| 71 | |
| 72 | if (distance <= cohesionDistance * cohesionDistance) |
| 73 | { |
| 74 | closeBoids.Add(otherBoidIndex); |
| 75 | } |
| 76 | } |
| 77 | |
| 78 | if (closeBoids.Count == 0) |
| 79 | { |
| 80 | continue; |
| 81 | } |
| 82 | |
| 83 | var cohesion = new Vector(0.0, 0.0, 0.0); |
| 84 | var separation = new Vector(0.0, 0.0, 0.0); |
| 85 | var separationCount = 0; |
| 86 | var alignment = new Vector(0.0, 0.0, 0.0); |
| 87 | |
| 88 | foreach (var closeBoidIndex in closeBoids) |
| 89 | { |
| 90 | var closeBoidPosition = positions[closeBoidIndex]; |
| 91 | |
| 92 | cohesion = new Vector( |
| 93 | cohesion.X + closeBoidPosition.X, |
| 94 | cohesion.Y + closeBoidPosition.Y, |
| 95 | cohesion.Z + closeBoidPosition.Z |
| 96 | ); |
| 97 | |
| 98 | var differenceFromClosest = new Vector( |
| 99 | position.X - closeBoidPosition.X, |
| 100 | position.Y - closeBoidPosition.Y, |
| 101 | position.Z - closeBoidPosition.Z |
| 102 | ); |
| 103 | |
| 104 | var differenceMagnitude = Math.Sqrt(differenceFromClosest.X * differenceFromClosest.X + differenceFromClosest.Y * differenceFromClosest.Y + differenceFromClosest.Z * differenceFromClosest.Z); |
| 105 | |
| 106 | if (differenceMagnitude <= separationDistance) |
| 107 | { |
| 108 | separation = new Vector( |
| 109 | separation.X + differenceFromClosest.X / differenceMagnitude, |
| 110 | separation.Y + differenceFromClosest.Y / differenceMagnitude, |
| 111 | separation.Z + differenceFromClosest.Z / differenceMagnitude |
| 112 | ); |
| 113 | |
| 114 | separationCount++; |
| 115 | } |
| 116 | |
| 117 | var closeBoidVelocity = velocities[closeBoidIndex]; |
| 118 | |
| 119 | alignment = new Vector( |
| 120 | alignment.X + closeBoidVelocity.X, |
| 121 | alignment.Y + closeBoidVelocity.Y, |
| 122 | alignment.Z + closeBoidVelocity.Z |
| 123 | ); |
| 124 | } |
| 125 | |
| 126 | cohesion = new Vector( |
| 127 | cohesion.X / closeBoids.Count, |
| 128 | cohesion.Y / closeBoids.Count, |
| 129 | cohesion.Z / closeBoids.Count |
| 130 | ); |
| 131 | |
| 132 | var cohesionForce = new Vector( |
| 133 | cohesion.X - position.X, |
| 134 | cohesion.Y - position.Y, |
| 135 | cohesion.Z - position.Z |
| 136 | ); |
| 137 | |
| 138 | if (separationCount > 0) |
| 139 | { |
| 140 | separation = new Vector( |
| 141 | separation.X / separationCount, |
| 142 | separation.Y / separationCount, |
| 143 | separation.Z / separationCount |
| 144 | ); |
| 145 | } |
| 146 | |
| 147 | alignment = new Vector( |
| 148 | alignment.X / closeBoids.Count, |
| 149 | alignment.Y / closeBoids.Count, |
| 150 | alignment.Z / closeBoids.Count |
| 151 | ); |
| 152 | |
| 153 | var currentVelocity = velocities[boidIndex]; |
| 154 | |
| 155 | velocities[boidIndex] = new Vector( |
| 156 | currentVelocity.X + cohesionForce.X + separation.X + alignment.X, |
| 157 | currentVelocity.Y + cohesionForce.Y + separation.Y + alignment.Y, |
| 158 | currentVelocity.Z + cohesionForce.Z + separation.Z + alignment.Z |
| 159 | ); |
| 160 | } |
| 161 | |
| 162 | var positionSum = new Vector(0.0, 0.0, 0.0); |
| 163 | var velocitySum = new Vector(0.0, 0.0, 0.0); |
| 164 | |
| 165 | for (var boidIndex = 0; boidIndex < positions.Length; boidIndex++) |
| 166 | { |
| 167 | var position = positions[boidIndex]; |
| 168 | var velocity = velocities[boidIndex]; |
| 169 | |
| 170 | positions[boidIndex] = new Vector( |
| 171 | position.X + velocity.X, |
| 172 | position.Y + velocity.Y, |
| 173 | position.Z + velocity.Z |
| 174 | ); |
| 175 | |
| 176 | positionSum = new Vector( |
| 177 | positionSum.X + position.X, |
| 178 | positionSum.Y + position.Y, |
| 179 | positionSum.Z + position.Z |
| 180 | ); |
| 181 | |
| 182 | velocitySum = new Vector( |
| 183 | velocitySum.X + velocity.X, |
| 184 | velocitySum.Y + velocity.Y, |
| 185 | velocitySum.Z + velocity.Z |
| 186 | ); |
| 187 | } |
| 188 | |
| 189 | Console.WriteLine(positionSum.ToString()); |
| 190 | Console.WriteLine(velocitySum.ToString()); |
| 191 | } |
| 192 | } |
| 193 | |
| 194 | |