temporarily reverting some PVector methods to be compatible with processingjs.

This commit is contained in:
Daniel Shiffman
2013-04-25 10:33:53 -04:00
parent 2f2f2454e6
commit 413d833aba

View File

@@ -9,10 +9,17 @@ class Boid {
float maxforce; // Maximum steering force
float maxspeed; // Maximum speed
Boid(float x, float y) {
acceleration = new PVector(0,0);
velocity = PVector.random2D();
location = new PVector(x,y);
Boid(float x, float y) {
acceleration = new PVector(0, 0);
// 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));
location = new PVector(x, y);
r = 2.0;
maxspeed = 2;
maxforce = 0.03;
@@ -59,22 +66,30 @@ class Boid {
// 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,location); // A vector pointing from the location to the target
PVector desired = PVector.sub(target, location); // A vector pointing from the location to the target
// Scale to maximum speed
desired.setMag(maxspeed);
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);
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.heading() + radians(90);
fill(200,100);
float theta = velocity.heading2D() + radians(90);
// heading2D() above is now heading() but leaving old syntax until Processing.js catches up
fill(200, 100);
stroke(255);
pushMatrix();
translate(location.x,location.y);
translate(location.x, location.y);
rotate(theta);
beginShape(TRIANGLES);
vertex(0, -r*2);
@@ -96,15 +111,15 @@ class Boid {
// Method checks for nearby boids and steers away
PVector separate (ArrayList<Boid> boids) {
float desiredseparation = 25.0f;
PVector steer = new PVector(0,0,0);
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(location,other.location);
float d = PVector.dist(location, other.location);
// 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(location,other.location);
PVector diff = PVector.sub(location, other.location);
diff.normalize();
diff.div(d); // Weight by distance
steer.add(diff);
@@ -118,8 +133,13 @@ class Boid {
// 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.setMag(maxspeed);
steer.normalize();
steer.mult(maxspeed);
steer.sub(velocity);
steer.limit(maxforce);
}
@@ -130,10 +150,10 @@ class Boid {
// For every nearby boid in the system, calculate the average velocity
PVector align (ArrayList<Boid> boids) {
float neighbordist = 50;
PVector sum = new PVector(0,0);
PVector sum = new PVector(0, 0);
int count = 0;
for (Boid other : boids) {
float d = PVector.dist(location,other.location);
float d = PVector.dist(location, other.location);
if ((d > 0) && (d < neighbordist)) {
sum.add(other.velocity);
count++;
@@ -141,12 +161,19 @@ class Boid {
}
if (count > 0) {
sum.div((float)count);
sum.setMag(maxspeed);
PVector steer = PVector.sub(sum,velocity);
// 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);
}
else {
return new PVector(0, 0);
}
}
@@ -154,10 +181,10 @@ class Boid {
// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
PVector cohesion (ArrayList<Boid> boids) {
float neighbordist = 50;
PVector sum = new PVector(0,0); // Start with empty vector to accumulate all locations
PVector sum = new PVector(0, 0); // Start with empty vector to accumulate all locations
int count = 0;
for (Boid other : boids) {
float d = PVector.dist(location,other.location);
float d = PVector.dist(location, other.location);
if ((d > 0) && (d < neighbordist)) {
sum.add(other.location); // Add location
count++;
@@ -166,10 +193,10 @@ class Boid {
if (count > 0) {
sum.div(count);
return seek(sum); // Steer towards the location
} else {
return new PVector(0,0);
}
else {
return new PVector(0, 0);
}
}
}