Created
September 2, 2019 18:15
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boids
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Flock flock; | |
void setup() { | |
size(1900, 1000); | |
flock = new Flock(); | |
// Add an initial set of boids into the system | |
for (int i = 0; i < 1550; i++) { | |
flock.addBoid(new Boid(random(0, width), random(0, height))); | |
} | |
} | |
boolean paused = false; | |
void draw() { | |
if (!paused) { | |
//background(50); | |
background(255); | |
flock.run(); | |
} | |
} | |
// Add a new boid into the System | |
void mousePressed() { | |
for (int i =0; i < 10; i++) { | |
flock.addBoid(new Boid(mouseX + random(0, i), mouseY + random(0, i))); | |
} | |
} | |
void keyPressed() { | |
paused = !paused; | |
} | |
// The Flock (a list of Boid objects) | |
class Flock { | |
ArrayList<Boid> boids; // An ArrayList for all the boids | |
Flock() { | |
boids = new ArrayList<Boid>(); // Initialize the ArrayList | |
} | |
void run() { | |
for (Boid b : boids) { | |
b.run(boids); // Passing the entire list of boids to each boid individually | |
} | |
} | |
void addBoid(Boid b) { | |
boids.add(b); | |
} | |
} | |
// The Boid class | |
class Boid { | |
PVector position; | |
PVector velocity; | |
PVector acceleration; | |
//PVector laccel; | |
float r; | |
float maxforce; // Maximum steering force | |
float maxspeed; // Maximum speed | |
color col; | |
float mass; | |
Boid(float x, float y) { | |
acceleration = new PVector(0, 0); | |
mass = 3.0f; | |
// This is a new PVector method not yet implemented in JS | |
// velocity = PVector.random2D(); | |
// Leaving the code temporarily this way so that this example runs in JS | |
float angle = random(TWO_PI); | |
velocity = new PVector(cos(angle), sin(angle)); | |
position = new PVector(x, y); | |
r = 2.0; | |
maxspeed = 2; | |
maxforce = 0.03; | |
float nfact = random(0, 200); | |
//col = color(242 + nfact, 7 + nfact, 172 + nfact); | |
col = color(242 - nfact, 7 - nfact, 172 - nfact, 180); | |
} | |
void run(ArrayList<Boid> boids) { | |
flock(boids); | |
update(); | |
borders(); | |
render(); | |
} | |
void applyForce(PVector force) { | |
// We could add mass here if we want A = F / M | |
acceleration.add(force); | |
} | |
// We accumulate a new acceleration each time based on three rules | |
void flock(ArrayList<Boid> boids) { | |
PVector sep = separate(boids); // Separation | |
PVector ali = align(boids); // Alignment | |
PVector coh = cohesion(boids); // Cohesion | |
// Arbitrarily weight these forces | |
sep.mult(1.5); | |
ali.mult(1.0); | |
coh.mult(1.0); | |
// Add the force vectors to acceleration | |
applyForce(sep); | |
applyForce(ali); | |
applyForce(coh); | |
} | |
// Method to update position | |
void update() { | |
// Update velocity | |
velocity.add(acceleration); | |
//laccel = acceleration.copy(); | |
// Limit speed | |
velocity.limit(maxspeed); | |
position.add(velocity); | |
// Reset accelertion to 0 each cycle | |
acceleration.mult(0); | |
} | |
// A method that calculates and applies a steering force towards a target | |
// STEER = DESIRED MINUS VELOCITY | |
PVector seek(PVector target) { | |
PVector desired = PVector.sub(target, position); // A vector pointing from the position to the target | |
// Scale to maximum speed | |
desired.normalize(); | |
desired.mult(maxspeed); | |
// Above two lines of code below could be condensed with new PVector setMag() method | |
// Not using this method until Processing.js catches up | |
// desired.setMag(maxspeed); | |
// Steering = Desired minus Velocity | |
PVector steer = PVector.sub(desired, velocity); | |
steer.limit(maxforce); // Limit to maximum steering force | |
return steer; | |
} | |
void render() { | |
// Draw a triangle rotated in the direction of velocity | |
float theta = velocity.heading2D() + radians(90); | |
// heading2D() above is now heading() but leaving old syntax until Processing.js catches up | |
fill(200, 100); | |
stroke(col); | |
strokeWeight(2); | |
//PVector target = position.copy(); | |
//PVector vel = velocity.copy(); | |
//vel.mult(10); | |
////target.add(laccel); | |
//target.add(vel); | |
//print("pos "+ position+" target " + target + "\n"); | |
//line(position.x, position.y, target.x, target.y); | |
pushMatrix(); | |
translate(position.x, position.y); | |
rotate(theta); | |
beginShape(TRIANGLES); | |
vertex(0, -r*3); | |
vertex(-r*2, r*3); | |
vertex(r*2, r*3); | |
endShape(); | |
//line(0,r*6, 0, -r*2); | |
popMatrix(); | |
strokeWeight(1); | |
} | |
// Wraparound | |
void borders() { | |
if (position.x < -r) position.x = width+r; | |
if (position.y < -r) position.y = height+r; | |
if (position.x > width+r) position.x = -r; | |
if (position.y > height+r) position.y = -r; | |
} | |
// Separation | |
// Method checks for nearby boids and steers away | |
PVector separate (ArrayList<Boid> boids) { | |
float desiredseparation = 25.0f; //default 25.0f | |
PVector steer = new PVector(0, 0, 0); | |
int count = 0; | |
// For every boid in the system, check if it's too close | |
for (Boid other : boids) { | |
float d = PVector.dist(position, other.position); | |
// If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself) | |
if ((d > 0) && (d < desiredseparation)) { | |
// Calculate vector pointing away from neighbor | |
PVector diff = PVector.sub(position, other.position); | |
diff.normalize(); | |
diff.div(d); // Weight by distance | |
steer.add(diff); | |
count++; // Keep track of how many | |
} | |
} | |
// Average -- divide by how many | |
if (count > 0) { | |
steer.div((float)count); | |
} | |
// As long as the vector is greater than 0 | |
if (steer.mag() > 0) { | |
// First two lines of code below could be condensed with new PVector setMag() method | |
// Not using this method until Processing.js catches up | |
// steer.setMag(maxspeed); | |
// Implement Reynolds: Steering = Desired - Velocity | |
steer.normalize(); | |
steer.mult(maxspeed); | |
steer.sub(velocity); | |
steer.limit(maxforce); | |
} | |
return steer; | |
} | |
// Alignment | |
// For every nearby boid in the system, calculate the average velocity | |
PVector align (ArrayList<Boid> boids) { | |
float neighbordist = 80; //default 50 | |
PVector sum = new PVector(0, 0); | |
int count = 0; | |
for (Boid other : boids) { | |
float d = PVector.dist(position, other.position); | |
if ((d > 0) && (d < neighbordist)) { | |
sum.add(other.velocity); | |
count++; | |
} | |
} | |
if (count > 0) { | |
sum.div((float)count); | |
// First two lines of code below could be condensed with new PVector setMag() method | |
// Not using this method until Processing.js catches up | |
// sum.setMag(maxspeed); | |
// Implement Reynolds: Steering = Desired - Velocity | |
sum.normalize(); | |
sum.mult(maxspeed); | |
PVector steer = PVector.sub(sum, velocity); | |
steer.limit(maxforce); | |
return steer; | |
} else { | |
return new PVector(0, 0); | |
} | |
} | |
// Cohesion | |
// For the average position (i.e. center) of all nearby boids, calculate steering vector towards that position | |
PVector cohesion (ArrayList<Boid> boids) { | |
float neighbordist = 170; // default 50 | |
PVector sum = new PVector(0, 0); // Start with empty vector to accumulate all positions | |
int count = 0; | |
for (Boid other : boids) { | |
float d = PVector.dist(position, other.position); | |
if ((d > 0) && (d < neighbordist)) { | |
sum.add(other.position); // Add position | |
count++; | |
} | |
} | |
if (count > 0) { | |
sum.div(count); | |
return seek(sum); // Steer towards the position | |
} else { | |
return new PVector(0, 0); | |
} | |
} | |
} |
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