changes to simulate examples

This commit is contained in:
shiffman
2011-12-15 17:27:25 +00:00
parent 2072bceb6e
commit 65f795f70d
12 changed files with 205 additions and 307 deletions
+80 -98
View File
@@ -2,31 +2,36 @@
class Boid {
PVector loc;
PVector vel;
PVector acc;
PVector location;
PVector velocity;
PVector acceleration;
float r;
float maxforce; // Maximum steering force
float maxspeed; // Maximum speed
Boid(PVector l, float ms, float mf) {
acc = new PVector(0,0);
vel = new PVector(random(-1,1), random(-1,1));
loc = l.get();
Boid(float x, float y) {
acceleration = new PVector(0,0);
velocity = new PVector(random(-1,1),random(-1,1));
location = new PVector(x,y);
r = 2.0;
maxspeed = ms;
maxforce = mf;
maxspeed = 2;
maxforce = 0.03;
}
void run(ArrayList boids) {
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 boids) {
void flock(ArrayList<Boid> boids) {
PVector sep = separate(boids); // Separation
PVector ali = align(boids); // Alignment
PVector coh = cohesion(boids); // Cohesion
@@ -35,60 +40,42 @@ class Boid {
ali.mult(1.0);
coh.mult(1.0);
// Add the force vectors to acceleration
acc.add(sep);
acc.add(ali);
acc.add(coh);
applyForce(sep);
applyForce(ali);
applyForce(coh);
}
// Method to update location
void update() {
// Update velocity
vel.add(acc);
velocity.add(acceleration);
// Limit speed
vel.limit(maxspeed);
loc.add(vel);
velocity.limit(maxspeed);
location.add(velocity);
// Reset accelertion to 0 each cycle
acc.mult(0);
acceleration.mult(0);
}
void seek(PVector target) {
acc.add(steer(target,false));
}
void arrive(PVector target) {
acc.add(steer(target,true));
}
// A method that calculates a steering vector towards a target
// Takes a second argument, if true, it slows down as it approaches the target
PVector steer(PVector target, boolean slowdown) {
PVector steer; // The steering vector
PVector desired = PVector.sub(target,loc); // A vector pointing from the location to the target
float d = desired.mag(); // Distance from the target is the magnitude of the vector
// If the distance is greater than 0, calc steering (otherwise return zero vector)
if (d > 0) {
// Normalize desired
desired.normalize();
// Two options for desired vector magnitude (1 -- based on distance, 2 -- maxspeed)
if ((slowdown) && (d < 100.0)) desired.mult(maxspeed*(d/100.0)); // This damping is somewhat arbitrary
else desired.mult(maxspeed);
// Steering = Desired minus Velocity
steer = PVector.sub(desired,vel);
steer.limit(maxforce); // Limit to maximum steering force
}
else {
steer = new PVector(0,0);
}
// 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,location); // A vector pointing from the location to the target
// Normalize desired and scale to maximum speed
desired.normalize();
desired.mult(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 = vel.heading2D() + PI/2;
float theta = velocity.heading2D() + radians(90);
fill(200,100);
stroke(255);
pushMatrix();
translate(loc.x,loc.y);
translate(location.x,location.y);
rotate(theta);
beginShape(TRIANGLES);
vertex(0, -r*2);
@@ -100,26 +87,25 @@ class Boid {
// Wraparound
void borders() {
if (loc.x < -r) loc.x = width+r;
if (loc.y < -r) loc.y = height+r;
if (loc.x > width+r) loc.x = -r;
if (loc.y > height+r) loc.y = -r;
if (location.x < -r) location.x = width+r;
if (location.y < -r) location.y = height+r;
if (location.x > width+r) location.x = -r;
if (location.y > height+r) location.y = -r;
}
// Separation
// Method checks for nearby boids and steers away
PVector separate (ArrayList boids) {
float desiredseparation = 20.0;
PVector separate (ArrayList<Boid> boids) {
float desiredseparation = 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 (int i = 0 ; i < boids.size(); i++) {
Boid other = (Boid) boids.get(i);
float d = PVector.dist(loc,other.loc);
for (Boid other : boids) {
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(loc,other.loc);
PVector diff = PVector.sub(location,other.location);
diff.normalize();
diff.div(d); // Weight by distance
steer.add(diff);
@@ -136,7 +122,7 @@ class Boid {
// Implement Reynolds: Steering = Desired - Velocity
steer.normalize();
steer.mult(maxspeed);
steer.sub(vel);
steer.sub(velocity);
steer.limit(maxforce);
}
return steer;
@@ -144,52 +130,48 @@ class Boid {
// Alignment
// For every nearby boid in the system, calculate the average velocity
PVector align (ArrayList boids) {
float neighbordist = 25.0;
PVector steer = new PVector(0,0,0);
PVector align (ArrayList<Boid> boids) {
float neighbordist = 50;
PVector sum = new PVector(0,0);
int count = 0;
for (int i = 0 ; i < boids.size(); i++) {
Boid other = (Boid) boids.get(i);
float d = PVector.dist(loc,other.loc);
for (Boid other : boids) {
float d = PVector.dist(location,other.location);
if ((d > 0) && (d < neighbordist)) {
steer.add(other.vel);
count++;
}
}
if (count > 0) {
steer.div((float)count);
}
// As long as the vector is greater than 0
if (steer.mag() > 0) {
// Implement Reynolds: Steering = Desired - Velocity
steer.normalize();
steer.mult(maxspeed);
steer.sub(vel);
steer.limit(maxforce);
}
return steer;
}
// Cohesion
// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
PVector cohesion (ArrayList boids) {
float neighbordist = 25.0;
PVector sum = new PVector(0,0); // Start with empty vector to accumulate all locations
int count = 0;
for (int i = 0 ; i < boids.size(); i++) {
Boid other = (Boid) boids.get(i);
float d = loc.dist(other.loc);
if ((d > 0) && (d < neighbordist)) {
sum.add(other.loc); // Add location
sum.add(other.velocity);
count++;
}
}
if (count > 0) {
sum.div((float)count);
return steer(sum,false); // Steer towards the location
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 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
int count = 0;
for (Boid other : boids) {
float d = PVector.dist(location,other.location);
if ((d > 0) && (d < neighbordist)) {
sum.add(other.location); // Add location
count++;
}
}
if (count > 0) {
sum.div(count);
return seek(sum); // Steer towards the location
} else {
return new PVector(0,0);
}
return sum;
}
}
@@ -1,15 +1,14 @@
// The Flock (a list of Boid objects)
class Flock {
ArrayList boids; // An arraylist for all the boids
ArrayList<Boid> boids; // An ArrayList for all the boids
Flock() {
boids = new ArrayList(); // Initialize the arraylist
boids = new ArrayList<Boid>(); // Initialize the ArrayList
}
void run() {
for (int i = 0; i < boids.size(); i++) {
Boid b = (Boid) boids.get(i);
for (Boid b : boids) {
b.run(boids); // Passing the entire list of boids to each boid individually
}
}
@@ -16,7 +16,7 @@ void setup() {
flock = new Flock();
// Add an initial set of boids into the system
for (int i = 0; i < 150; i++) {
flock.addBoid(new Boid(new PVector(width/2,height/2), 3.0, 0.05));
flock.addBoid(new Boid(width/2,height/2));
}
}
@@ -27,5 +27,5 @@ void draw() {
// Add a new boid into the System
void mousePressed() {
flock.addBoid(new Boid(new PVector(mouseX,mouseY), 2.0, 0.05));
flock.addBoid(new Boid(mouseX,mouseY));
}
@@ -9,32 +9,31 @@
* with Particles and CrazyParticles (a subclass of Particle)
* Note use of Inheritance and Polymorphism here.
*/
ArrayList psystems;
ArrayList<ParticleSystem> systems;
void setup() {
size(640, 360);
colorMode(RGB, 255, 255, 255, 100);
psystems = new ArrayList();
systems = new ArrayList<ParticleSystem>();
smooth();
}
void draw() {
background(0);
// Cycle through all particle systems, run them and delete old ones
for (int i = psystems.size()-1; i >= 0; i--) {
ParticleSystem psys = (ParticleSystem) psystems.get(i);
psys.run();
if (psys.dead()) {
psystems.remove(i);
}
for (ParticleSystem ps: systems) {
ps.run();
ps.addParticle();
}
if (systems.isEmpty()) {
fill(255);
textAlign(CENTER);
text("click mouse to add particle systems", width/2, height/2);
}
}
// When the mouse is pressed, add a new particle system
void mousePressed() {
psystems.add(new ParticleSystem(int(random(5,25)),new PVector(mouseX,mouseY)));
systems.add(new ParticleSystem(1, new PVector(mouseX, mouseY)));
}
@@ -46,4 +45,3 @@ void mousePressed() {
@@ -1,57 +1,44 @@
// A simple Particle class
class Particle {
PVector loc;
PVector vel;
PVector acc;
float r;
float timer;
PVector location;
PVector velocity;
PVector acceleration;
float lifespan;
// One constructor
Particle(PVector a, PVector v, PVector l, float r_) {
acc = a.get();
vel = v.get();
loc = l.get();
r = r_;
timer = 100.0;
}
// Another constructor (the one we are using here)
Particle(PVector l) {
acc = new PVector(0,0.05,0);
vel = new PVector(random(-1,1),random(-2,0),0);
loc = l.get();
r = 10.0;
timer = 100.0;
acceleration = new PVector(0,0.05);
velocity = new PVector(random(-1,1),random(-2,0));
location = l.get();
lifespan = 255.0;
}
void run() {
update();
render();
display();
}
// Method to update location
void update() {
vel.add(acc);
loc.add(vel);
timer -= 1.0;
velocity.add(acceleration);
location.add(velocity);
lifespan -= 2.0;
}
// Method to display
void render() {
ellipseMode(CENTER);
stroke(255,timer);
fill(100,timer);
ellipse(loc.x,loc.y,r,r);
void display() {
stroke(255,lifespan);
fill(255,lifespan);
ellipse(location.x,location.y,8,8);
}
// Is the particle still useful?
boolean dead() {
if (timer <= 0.0) {
boolean isDead() {
if (lifespan < 0.0) {
return true;
} else {
return false;
}
}
}
@@ -2,29 +2,25 @@
class ParticleSystem {
ArrayList particles; // An arraylist for all the particles
PVector origin; // An origin point for where particles are birthed
ArrayList<Particle> particles; // An arraylist for all the particles
PVector origin; // An origin point for where particles are birthed
ParticleSystem(int num, PVector v) {
particles = new ArrayList(); // Initialize the arraylist
particles = new ArrayList<Particle>(); // Initialize the arraylist
origin = v.get(); // Store the origin point
for (int i = 0; i < num; i++) {
// We have a 50% chance of adding each kind of particle
if (random(1) < 0.5) {
particles.add(new CrazyParticle(origin));
} else {
particles.add(new Particle(origin));
}
particles.add(new Particle(origin)); // Add "num" amount of particles to the arraylist
}
}
void run() {
// Cycle through the ArrayList backwards b/c we are deleting
for (int i = particles.size()-1; i >= 0; i--) {
Particle p = (Particle) particles.get(i);
// Cycle through the ArrayList using Iterator we are deleting
Iterator<Particle> it = particles.iterator();
while (it.hasNext()) {
Particle p = it.next();
p.run();
if (p.dead()) {
particles.remove(i);
if (p.isDead()) {
it.remove();
}
}
}
@@ -41,11 +37,9 @@ class ParticleSystem {
boolean dead() {
if (particles.isEmpty()) {
return true;
}
else {
} else {
return false;
}
}
}
@@ -1,67 +1,44 @@
// A simple Particle class
class Particle {
PVector loc;
PVector vel;
PVector acc;
float r;
float timer;
// Another constructor (the one we are using here)
PVector location;
PVector velocity;
PVector acceleration;
float lifespan;
Particle(PVector l) {
acc = new PVector(0,0.05,0);
vel = new PVector(random(-1,1),random(-2,0),0);
loc = l.get();
r = 10.0;
timer = 100.0;
acceleration = new PVector(0,0.05);
velocity = new PVector(random(-1,1),random(-2,0));
location = l.get();
lifespan = 255.0;
}
void run() {
update();
render();
display();
}
// Method to update location
void update() {
vel.add(acc);
loc.add(vel);
timer -= 1.0;
velocity.add(acceleration);
location.add(velocity);
lifespan -= 1.0;
}
// Method to display
void render() {
ellipseMode(CENTER);
stroke(255,timer);
fill(100,timer);
ellipse(loc.x,loc.y,r,r);
displayVector(vel,loc.x,loc.y,10);
void display() {
stroke(255,lifespan);
fill(255,lifespan);
ellipse(location.x,location.y,8,8);
}
// Is the particle still useful?
boolean dead() {
if (timer <= 0.0) {
boolean isDead() {
if (lifespan < 0.0) {
return true;
} else {
return false;
}
}
void displayVector(PVector v, float x, float y, float scayl) {
pushMatrix();
float arrowsize = 4;
// Translate to location to render vector
translate(x,y);
stroke(255);
// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
rotate(v.heading2D());
// Calculate length of vector & scale it to be bigger or smaller if necessary
float len = v.mag()*scayl;
// Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction)
line(0,0,len,0);
line(len,0,len-arrowsize,+arrowsize/2);
line(len,0,len-arrowsize,-arrowsize/2);
popMatrix();
}
}
@@ -2,49 +2,26 @@
// An ArrayList is used to manage the list of Particles
class ParticleSystem {
ArrayList<Particle> particles;
PVector origin;
ArrayList particles; // An arraylist for all the particles
PVector origin; // An origin point for where particles are born
ParticleSystem(int num, PVector v) {
particles = new ArrayList(); // Initialize the arraylist
origin = v.get(); // Store the origin point
for (int i = 0; i < num; i++) {
particles.add(new Particle(origin)); // Add "num" amount of particles to the arraylist
}
}
void run() {
// Cycle through the ArrayList backwards b/c we are deleting
for (int i = particles.size()-1; i >= 0; i--) {
Particle p = (Particle) particles.get(i);
p.run();
if (p.dead()) {
particles.remove(i);
}
}
ParticleSystem(PVector location) {
origin = location.get();
particles = new ArrayList<Particle>();
}
void addParticle() {
particles.add(new Particle(origin));
}
void addParticle(float x, float y) {
particles.add(new Particle(new PVector(x,y)));
}
void addParticle(Particle p) {
particles.add(p);
}
// A method to test if the particle system still has particles
boolean dead() {
if (particles.isEmpty()) {
return true;
} else {
return false;
void run() {
Iterator<Particle> it = particles.iterator();
while (it.hasNext()) {
Particle p = it.next();
p.run();
if (p.isDead()) {
it.remove();
}
}
}
}
@@ -11,16 +11,15 @@
ParticleSystem ps;
void setup() {
size(640, 360);
colorMode(RGB, 255, 255, 255, 100);
ps = new ParticleSystem(1, new PVector(width/2,height/2,0));
size(640,360);
smooth();
ps = new ParticleSystem(new PVector(width/2,50));
}
void draw() {
background(0);
ps.addParticle();
ps.run();
ps.addParticle(mouseX,mouseY);
}
@@ -5,26 +5,16 @@ class Particle {
PVector loc;
PVector vel;
PVector acc;
float timer;
float lifespan;
PImage img;
// One constructor
Particle(PVector a, PVector v, PVector l, PImage img_) {
acc = a.get();
vel = v.get();
loc = l.get();
timer = 100.0;
img = img_;
}
// Another constructor (the one we are using here)
Particle(PVector l,PImage img_) {
acc = new PVector(0.0,0.0,0.0);
float x = (float) generator.nextGaussian()*0.3f;
float y = (float) generator.nextGaussian()*0.3f - 1.0f;
vel = new PVector(x,y,0);
acc = new PVector(0,0);
float vx = (float) generator.nextGaussian()*0.3;
float vy = (float) generator.nextGaussian()*0.3 - 1.0;
vel = new PVector(vx,vy);
loc = l.get();
timer = 100.0;
lifespan = 100.0;
img = img_;
}
@@ -35,7 +25,7 @@ class Particle {
// Method to apply a force vector to the Particle object
// Note we are ignoring "mass" here
void add_force(PVector f) {
void applyForce(PVector f) {
acc.add(f);
}
@@ -43,20 +33,20 @@ class Particle {
void update() {
vel.add(acc);
loc.add(vel);
timer -= 2.5;
acc.mult(0);
acc.mult(0); // clear Acceleration
lifespan -= 2.5;
}
// Method to display
void render() {
imageMode(CORNER);
tint(255,timer);
image(img,loc.x-img.width/2,loc.y-img.height/2);
imageMode(CENTER);
tint(255,lifespan);
image(img,loc.x,loc.y);
}
// Is the particle still useful?
boolean dead() {
if (timer <= 0.0) {
if (lifespan <= 0.0) {
return true;
} else {
return false;
@@ -3,12 +3,12 @@
class ParticleSystem {
ArrayList particles; // An arraylist for all the particles
ArrayList<Particle> particles; // An arraylist for all the particles
PVector origin; // An origin point for where particles are birthed
PImage img;
ParticleSystem(int num, PVector v, PImage img_) {
particles = new ArrayList(); // Initialize the arraylist
particles = new ArrayList<Particle>(); // Initialize the arraylist
origin = v.get(); // Store the origin point
img = img_;
for (int i = 0; i < num; i++) {
@@ -17,21 +17,21 @@ class ParticleSystem {
}
void run() {
// Cycle through the ArrayList backwards b/c we are deleting
for (int i = particles.size()-1; i >= 0; i--) {
Particle p = (Particle) particles.get(i);
Iterator<Particle> it = particles.iterator();
while (it.hasNext()) {
Particle p = it.next();
p.run();
if (p.dead()) {
particles.remove(i);
it.remove();
}
}
}
// Method to add a force vector to all particles currently in the system
void add_force(PVector dir) {
for (int i = particles.size()-1; i >= 0; i--) {
Particle p = (Particle) particles.get(i);
p.add_force(dir);
void applyForce(PVector dir) {
// Enhanced loop!!!
for (Particle p: particles) {
p.applyForce(dir);
}
}
@@ -55,3 +55,4 @@ class ParticleSystem {
}
@@ -8,48 +8,42 @@
// @pjs preload must be used to preload media if the program is
// running with Processing.js
/* @pjs preload="texture.gif"; */
/* @pjs preload="texture.png"; */
ParticleSystem ps;
Random generator;
void setup() {
size(640, 360);
colorMode(RGB, 255, 255, 255, 100);
// Using a Java random number generator for Gaussian random numbers
size(640,360);
generator = new Random();
// Create an alpha masked image to be applied as the particle's texture
PImage msk = loadImage("texture.gif");
PImage img = createImage(msk.width, msk.height, RGB);
for (int i = 0; i < img.pixels.length; i++) {
img.pixels[i] = color(255);
}
img.mask(msk);
ps = new ParticleSystem(0, new PVector(width/2, height-20), img);
PImage img = loadImage("texture.png");
ps = new ParticleSystem(0,new PVector(width/2,height-60),img);
smooth();
}
void draw() {
background(75);
background(0);
// Calculate a "wind" force based on mouse horizontal position
float dx = (mouseX - width/2) / 1000.0;
PVector wind = new PVector(dx,0,0);
displayVector(wind,width/2,50,500);
ps.add_force(wind);
float dx = map(mouseX,0,width,-0.2,0.2);
PVector wind = new PVector(dx,0);
ps.applyForce(wind);
ps.run();
for (int i = 0; i < 2; i++) {
ps.addParticle();
}
// Draw an arrow representing the wind force
drawVector(wind, new PVector(width/2,50,0),500);
}
void displayVector(PVector v, float x, float y, float scayl) {
// Renders a vector object 'v' as an arrow and a location 'loc'
void drawVector(PVector v, PVector loc, float scayl) {
pushMatrix();
float arrowsize = 4;
// Translate to location to render vector
translate(x,y);
translate(loc.x,loc.y);
stroke(255);
// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
rotate(v.heading2D());