mirror of
https://github.com/processing/processing4.git
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182 lines
4.7 KiB
Plaintext
182 lines
4.7 KiB
Plaintext
float swt = 25.0; //sep.mult(25.0f);
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float awt = 4.0; //ali.mult(4.0f);
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float cwt = 5.0; //coh.mult(5.0f);
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float maxspeed = 1;
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float maxforce = 0.025;
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// Flocking
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// Daniel Shiffman <http://www.shiffman.net>
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// The Nature of Code, Spring 2009
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// Boid class
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// Methods for Separation, Cohesion, Alignment added
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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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Boid(float x, float y) {
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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 = new PVector(x,y);
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r = 2.0;
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}
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void run(ArrayList<Boid> 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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void applyForce(PVector force) {
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// We could add mass here if we want A = F / M
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acc.add(force);
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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<Boid> 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(swt);
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ali.mult(awt);
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coh.mult(cwt);
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// Add the force vectors to acceleration
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applyForce(sep);
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applyForce(ali);
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applyForce(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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// A method that calculates and applies a steering force towards a target
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// STEER = DESIRED MINUS VELOCITY
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PVector seek(PVector target) {
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PVector desired = PVector.sub(target,loc); // A vector pointing from the location to the target
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// Normalize desired and scale to maximum speed
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desired.normalize();
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desired.mult(maxspeed);
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// Steering = Desired minus Velocity
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PVector steer = PVector.sub(desired,vel);
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steer.limit(maxforce); // Limit to maximum steering force
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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() + radians(90);
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fill(175);
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stroke(0);
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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<Boid> boids) {
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float desiredseparation = 25.0;
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PVector steer = new PVector(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 (Boid other : boids) {
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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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// 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<Boid> boids) {
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float neighbordist = 50.0;
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PVector steer = new PVector();
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int count = 0;
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for (Boid other : boids) {
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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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// 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<Boid> boids) {
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float neighbordist = 50.0;
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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 (Boid other : boids) {
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float d = PVector.dist(loc,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 seek(sum); // 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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