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Boid.pde
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Boid.pde
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// The Boid class
class Boid {
PVector location;
PVector velocity;
PVector acceleration;
float r;
float maxforce; // Maximum steering force
float maxspeed; // Maximum speed
float tailLength;
ArrayList<PVector> tailLocation;
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 = 0;
maxforce = 0.03;
tailLocation = new ArrayList<PVector>(); // Create an empty ArrayList
}
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
PVector sek = seek(new PVector(random(width), random(height)));
// Arbitrarily weight these forces
sep.mult(v3);
ali.mult(v4);
coh.mult(map(v3, 0, 15, 15, 0));
sek.mult(v5);
// Add the force vectors to acceleration
applyForce(sep);
applyForce(ali);
applyForce(coh);
applyForce(sek);
}
// Method to update location
void update() {
//r = v1;
//velocity = v2;
maxspeed = v1;
maxforce = v2;
tailLength = floor(v6);
// Update velocity
velocity.add(acceleration);
// Limit speed
velocity.limit(maxspeed);
location.add(velocity);
// Reset accelertion to 0 each cycle
acceleration.mult(0);
tailLocation.add( new PVector( location.x, location.y ) ); // adding location to ArrayList
while ( tailLocation.size() > tailLength ) {
tailLocation.remove( 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
//fill(200, 100);
strokeWeight(2);
for (int i = 0; i < tailLocation.size() - 1; i++) {
if (tailLocation.get(i).x < 0) continue;
if (tailLocation.get(i).y < 0) continue;
if (tailLocation.get(i).x > width) continue;
if (tailLocation.get(i).y > height) continue;
//stroke(255, 255 / tailLocation.size() *i);
stroke(color(v7, 100, 100));
line(
tailLocation.get(i).x,
tailLocation.get(i).y,
tailLocation.get(i+1).x,
tailLocation.get(i+1).y
);
}
}
// 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);
}
}
}