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Removing Topics from SVN
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@@ -1,196 +0,0 @@
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// The Boid class
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class Boid {
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PVector loc;
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PVector vel;
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PVector acc;
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float r;
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float maxforce; // Maximum steering force
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float maxspeed; // Maximum speed
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Boid(PVector l, float ms, float mf) {
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acc = new PVector(0,0);
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vel = new PVector(random(-1,1),random(-1,1));
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loc = l.get();
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r = 2.0;
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maxspeed = ms;
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maxforce = mf;
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}
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void run(ArrayList boids) {
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flock(boids);
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update();
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borders();
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render();
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}
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// We accumulate a new acceleration each time based on three rules
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void flock(ArrayList boids) {
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PVector sep = separate(boids); // Separation
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PVector ali = align(boids); // Alignment
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PVector coh = cohesion(boids); // Cohesion
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// Arbitrarily weight these forces
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sep.mult(1.5);
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ali.mult(1.0);
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coh.mult(1.0);
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// Add the force vectors to acceleration
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acc.add(sep);
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acc.add(ali);
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acc.add(coh);
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}
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// Method to update location
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void update() {
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// Update velocity
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vel.add(acc);
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// Limit speed
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vel.limit(maxspeed);
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loc.add(vel);
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// Reset accelertion to 0 each cycle
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acc.mult(0);
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}
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void seek(PVector target) {
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acc.add(steer(target,false));
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}
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void arrive(PVector target) {
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acc.add(steer(target,true));
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}
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// A method that calculates a steering vector towards a target
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// Takes a second argument, if true, it slows down as it approaches the target
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PVector steer(PVector target, boolean slowdown) {
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PVector steer; // The steering vector
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PVector desired = target.sub(target,loc); // A vector pointing from the location to the target
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float d = desired.mag(); // Distance from the target is the magnitude of the vector
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// If the distance is greater than 0, calc steering (otherwise return zero vector)
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if (d > 0) {
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// Normalize desired
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desired.normalize();
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// Two options for desired vector magnitude (1 -- based on distance, 2 -- maxspeed)
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if ((slowdown) && (d < 100.0)) desired.mult(maxspeed*(d/100.0)); // This damping is somewhat arbitrary
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else desired.mult(maxspeed);
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// Steering = Desired minus Velocity
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steer = target.sub(desired,vel);
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steer.limit(maxforce); // Limit to maximum steering force
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}
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else {
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steer = new PVector(0,0);
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}
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return steer;
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}
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void render() {
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// Draw a triangle rotated in the direction of velocity
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float theta = vel.heading2D() + PI/2;
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fill(200,100);
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stroke(255);
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pushMatrix();
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translate(loc.x,loc.y);
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rotate(theta);
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beginShape(TRIANGLES);
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vertex(0, -r*2);
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vertex(-r, r*2);
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vertex(r, r*2);
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endShape();
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popMatrix();
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}
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// Wraparound
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void borders() {
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if (loc.x < -r) loc.x = width+r;
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if (loc.y < -r) loc.y = height+r;
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if (loc.x > width+r) loc.x = -r;
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if (loc.y > height+r) loc.y = -r;
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}
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// Separation
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// Method checks for nearby boids and steers away
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PVector separate (ArrayList boids) {
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float desiredseparation = 20.0;
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PVector steer = new PVector(0,0,0);
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int count = 0;
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// For every boid in the system, check if it's too close
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for (int i = 0 ; i < boids.size(); i++) {
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Boid other = (Boid) boids.get(i);
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float d = PVector.dist(loc,other.loc);
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// If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
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if ((d > 0) && (d < desiredseparation)) {
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// Calculate vector pointing away from neighbor
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PVector diff = PVector.sub(loc,other.loc);
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diff.normalize();
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diff.div(d); // Weight by distance
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steer.add(diff);
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count++; // Keep track of how many
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}
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}
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// Average -- divide by how many
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if (count > 0) {
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steer.div((float)count);
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}
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// As long as the vector is greater than 0
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if (steer.mag() > 0) {
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// Implement Reynolds: Steering = Desired - Velocity
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steer.normalize();
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steer.mult(maxspeed);
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steer.sub(vel);
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steer.limit(maxforce);
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}
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return steer;
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}
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// Alignment
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// For every nearby boid in the system, calculate the average velocity
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PVector align (ArrayList boids) {
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float neighbordist = 25.0;
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PVector steer = new PVector(0,0,0);
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int count = 0;
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for (int i = 0 ; i < boids.size(); i++) {
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Boid other = (Boid) boids.get(i);
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float d = PVector.dist(loc,other.loc);
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if ((d > 0) && (d < neighbordist)) {
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steer.add(other.vel);
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count++;
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}
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}
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if (count > 0) {
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steer.div((float)count);
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}
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// As long as the vector is greater than 0
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if (steer.mag() > 0) {
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// Implement Reynolds: Steering = Desired - Velocity
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steer.normalize();
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steer.mult(maxspeed);
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steer.sub(vel);
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steer.limit(maxforce);
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}
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return steer;
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}
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// Cohesion
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// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
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PVector cohesion (ArrayList boids) {
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float neighbordist = 25.0;
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PVector sum = new PVector(0,0); // Start with empty vector to accumulate all locations
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int count = 0;
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for (int i = 0 ; i < boids.size(); i++) {
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Boid other = (Boid) boids.get(i);
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float d = loc.dist(other.loc);
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if ((d > 0) && (d < neighbordist)) {
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sum.add(other.loc); // Add location
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count++;
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}
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}
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if (count > 0) {
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sum.div((float)count);
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return steer(sum,false); // Steer towards the location
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}
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return sum;
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}
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}
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@@ -1,22 +0,0 @@
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// The Flock (a list of Boid objects)
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class Flock {
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ArrayList boids; // An arraylist for all the boids
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Flock() {
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boids = new ArrayList(); // Initialize the arraylist
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}
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void run() {
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for (int i = 0; i < boids.size(); i++) {
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Boid b = (Boid) boids.get(i);
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b.run(boids); // Passing the entire list of boids to each boid individually
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}
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}
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void addBoid(Boid b) {
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boids.add(b);
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}
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}
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@@ -1,32 +0,0 @@
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/**
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* Flocking
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* by Daniel Shiffman.
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*
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* An implementation of Craig Reynold's Boids program to simulate
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* the flocking behavior of birds. Each boid steers itself based on
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* rules of avoidance, alignment, and coherence.
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*
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* Click the mouse to add a new boid.
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*/
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Flock flock;
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void setup() {
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size(640, 360);
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flock = new Flock();
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// Add an initial set of boids into the system
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for (int i = 0; i < 150; i++) {
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flock.addBoid(new Boid(new PVector(width/2,height/2), 3.0, 0.05));
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}
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smooth();
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}
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void draw() {
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background(50);
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flock.run();
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}
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// Add a new boid into the System
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void mousePressed() {
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flock.addBoid(new Boid(new PVector(mouseX,mouseY),2.0f,0.05f));
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}
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