mirror of
https://github.com/processing/processing4.git
synced 2026-01-29 11:21:06 +01:00
179 lines
4.9 KiB
Plaintext
179 lines
4.9 KiB
Plaintext
// The Boid class
|
|
|
|
class Boid {
|
|
|
|
PVector location;
|
|
PVector velocity;
|
|
PVector acceleration;
|
|
float r;
|
|
float maxforce; // Maximum steering force
|
|
float maxspeed; // Maximum speed
|
|
|
|
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 = 2;
|
|
maxforce = 0.03;
|
|
}
|
|
|
|
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<Boid> boids) {
|
|
PVector sep = separate(boids); // Separation
|
|
PVector ali = align(boids); // Alignment
|
|
PVector coh = cohesion(boids); // Cohesion
|
|
// Arbitrarily weight these forces
|
|
sep.mult(1.5);
|
|
ali.mult(1.0);
|
|
coh.mult(1.0);
|
|
// Add the force vectors to acceleration
|
|
applyForce(sep);
|
|
applyForce(ali);
|
|
applyForce(coh);
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
// 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 = velocity.heading2D() + radians(90);
|
|
fill(200,100);
|
|
stroke(255);
|
|
pushMatrix();
|
|
translate(location.x,location.y);
|
|
rotate(theta);
|
|
beginShape(TRIANGLES);
|
|
vertex(0, -r*2);
|
|
vertex(-r, r*2);
|
|
vertex(r, r*2);
|
|
endShape();
|
|
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;
|
|
}
|
|
|
|
// Separation
|
|
// Method checks for nearby boids and steers away
|
|
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 (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(location,other.location);
|
|
diff.normalize();
|
|
diff.div(d); // Weight by distance
|
|
steer.add(diff);
|
|
count++; // Keep track of how many
|
|
}
|
|
}
|
|
// Average -- divide by how many
|
|
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(velocity);
|
|
steer.limit(maxforce);
|
|
}
|
|
return steer;
|
|
}
|
|
|
|
// Alignment
|
|
// 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);
|
|
int count = 0;
|
|
for (Boid other : boids) {
|
|
float d = PVector.dist(location,other.location);
|
|
if ((d > 0) && (d < neighbordist)) {
|
|
sum.add(other.velocity);
|
|
count++;
|
|
}
|
|
}
|
|
if (count > 0) {
|
|
sum.div((float)count);
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
|