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processing4/java/examples/Books/Nature of Code/chp6_agents/Cohesion/Vehicle.pde

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// Separation
// Daniel Shiffman <http://www.shiffman.net>
// The Nature of Code, 2011
// Vehicle class
class Vehicle {
// All the usual stuff
PVector location;
PVector velocity;
PVector acceleration;
float r;
float maxforce; // Maximum steering force
float maxspeed; // Maximum speed
// Constructor initialize all values
Vehicle(float x, float y) {
location = new PVector(x, y);
r = 12;
maxspeed = 3;
maxforce = 0.2;
acceleration = new PVector(0, 0);
velocity = new PVector(0, 0);
}
void applyForce(PVector force) {
// We could add mass here if we want A = F / M
acceleration.add(force);
}
// Separation
// Method checks for nearby vehicles and steers away
void cohesion (ArrayList<Vehicle> vehicles) {
float desiredseparation = r*2;
PVector sum = new PVector();
int count = 0;
// For every boid in the system, check if it's too close
for (Vehicle other : vehicles) {
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 > desiredseparation) {
// Calculate vector pointing away from neighbor
PVector diff = PVector.sub(location, other.location);
diff.normalize();
diff.mult(-d); // Weight by distance
sum.add(diff);
count++; // Keep track of how many
}
}
// Average -- divide by how many
if (count > 0) {
sum.div(count);
// Our desired vector is the average scaled to maximum speed
sum.normalize();
sum.mult(maxspeed);
// Implement Reynolds: Steering = Desired - Velocity
PVector steer = PVector.sub(sum, velocity);
steer.limit(maxforce);
applyForce(steer);
}
}
// Method to update location
void update() {
// Update velocity
velocity.add(acceleration);
// Limit speed
velocity.limit(maxspeed);
location.add(velocity);
// Reset accelertion to 0 each cycle
acceleration.mult(0);
}
void display() {
fill(175);
stroke(0);
pushMatrix();
translate(location.x, location.y);
ellipse(0, 0, r, r);
popMatrix();
}
// Wraparound
void borders() {
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;
}
}