Untitled
4 years ago in JavaScript
<html>
<head>
<title>My Sketch</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/processing.js/1.6.0/processing.min.js"></script>
</head>
<body>
<script type="application/processing">
Flock flock;
void setup() {
size(130, 130);
flock = new Flock();
for (int i = 0; i < 10; i++) {
flock.addBoid(new Boid(width/2,height/2));
}
}
void draw() {
background(0);
flock.run();
}
void mousePressed() {
flock.addBoid(new Boid(mouseX,mouseY));
}
class Flock {
ArrayList<Boid> boids;
Flock() {
boids = new ArrayList<Boid>();
}
void run() {
for (Boid b : boids) {
b.run(boids); // Passing the entire list of boids to each boid individually
}
}
void addBoid(Boid b) {
boids.add(b);
}
}
class Boid {
PVector position;
PVector velocity;
PVector acceleration;
float r;
float maxforce;
float maxspeed;
Boid(float x, float y) {
acceleration = new PVector(0, 0);
float angle = random(TWO_PI);
velocity = new PVector(cos(angle), sin(angle));
position = new PVector(x, y);
r = 2.0;
maxspeed = 0.6;
maxforce = 0.03;
}
void run(ArrayList<Boid> boids) {
flock(boids);
update();
borders();
render();
}
void applyForce(PVector force) {
acceleration.add(force);
}
void flock(ArrayList<Boid> boids) {
PVector sep = separate(boids);
PVector ali = align(boids);
PVector coh = cohesion(boids);
sep.mult(1.5);
ali.mult(1.0);
coh.mult(1.0);
applyForce(sep);
applyForce(ali);
applyForce(coh);
}
void update() {
velocity.add(acceleration);
velocity.limit(maxspeed);
position.add(velocity);
acceleration.mult(0);
}
PVector seek(PVector target) {
PVector desired = PVector.sub(target, position);
desired.normalize();
desired.mult(maxspeed);
PVector steer = PVector.sub(desired, velocity);
steer.limit(maxforce);
return steer;
}
void render() {
float theta = velocity.heading2D() + radians(90);
fill(200, 100);
stroke(255);
pushMatrix();
translate(position.x, position.y);
rotate(theta);
beginShape(TRIANGLES);
vertex(0, -r*2);
vertex(-r, r*2);
vertex(r, r*2);
endShape();
popMatrix();
}
// Border
void borders() {
if ((position.x>130)&&(velocity.x>0)) velocity.x *=-1;
if ((position.y>130)&&(velocity.y>0)) velocity.y *=-1;
if ((position.x<0)&&(velocity.x<0)) velocity.x *=-1;
if ((position.y<0)&&(velocity.y<0)) velocity.y *=-1;
}
PVector separate (ArrayList<Boid> boids) {
float desiredseparation = 25.0f;
PVector steer = new PVector(0, 0, 0);
int count = 0;
for (Boid other : boids) {
float d = PVector.dist(position, other.position);
if ((d > 0) && (d < desiredseparation)) {
// Calculate vector pointing away from neighbor
PVector diff = PVector.sub(position, other.position);
diff.normalize();
diff.div(d);
steer.add(diff);
count++;
}
}
if (count > 0) {
steer.div((float)count);
}
if (steer.mag() > 0) {
steer.normalize();
steer.mult(maxspeed);
steer.sub(velocity);
steer.limit(maxforce);
}
return steer;
}
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(position, other.position);
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);
}
}
PVector cohesion (ArrayList<Boid> boids) {
float neighbordist = 50;
PVector sum = new PVector(0, 0);
int count = 0;
for (Boid other : boids) {
float d = PVector.dist(position, other.position);
if ((d > 0) && (d < neighbordist)) {
sum.add(other.position);
count++;
}
}
if (count > 0) {
sum.div(count);
return seek(sum);
}
else {
return new PVector(0, 0);
}
}
}
</script>
<canvas> </canvas>
</body>
</html>