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https://github.com/nature-of-code/noc-book-2
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173 lines
5 KiB
JavaScript
173 lines
5 KiB
JavaScript
// The Nature of Code
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// Daniel Shiffman
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// http://natureofcode.com
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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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constructor(x, y) {
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this.acceleration = createVector(0, 0);
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this.velocity = createVector(random(-1, 1), random(-1, 1));
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this.position = createVector(x, y);
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this.r = 3.0;
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this.maxspeed = 3; // Maximum speed
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this.maxforce = 0.05; // Maximum steering force
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}
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run(boids) {
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this.flock(boids);
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this.update();
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this.borders();
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this.show();
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}
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applyForce(force) {
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// We could add mass here if we want A = F / M
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this.acceleration.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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flock(boids) {
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let sep = this.separate(boids); // Separation
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let ali = this.align(boids); // Alignment
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let coh = this.cohere(boids); // Cohesion
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// Arbitrarily weight these forces
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sep.mult(1.5);
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ali.mult(1.0);
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coh.mult(1.0);
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// Add the force vectors to acceleration
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this.applyForce(sep);
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this.applyForce(ali);
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this.applyForce(coh);
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}
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// Method to update location
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update() {
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// Update velocity
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this.velocity.add(this.acceleration);
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// Limit speed
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this.velocity.limit(this.maxspeed);
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this.position.add(this.velocity);
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// Reset accelertion to 0 each cycle
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this.acceleration.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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seek(target) {
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let desired = p5.Vector.sub(target, this.position); // 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(this.maxspeed);
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// Steering = Desired minus Velocity
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let steer = p5.Vector.sub(desired, this.velocity);
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steer.limit(this.maxforce); // Limit to maximum steering force
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return steer;
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}
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show() {
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// Draw a triangle rotated in the direction of velocity
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let angle = this.velocity.heading();
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fill(127);
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stroke(0);
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push();
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translate(this.position.x, this.position.y);
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rotate(angle);
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beginShape();
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vertex(this.r * 2, 0);
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vertex(-this.r * 2, -this.r);
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vertex(-this.r * 2, this.r);
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endShape(CLOSE);
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pop();
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}
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// Wraparound
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borders() {
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if (this.position.x < -this.r) this.position.x = width + this.r;
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if (this.position.y < -this.r) this.position.y = height + this.r;
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if (this.position.x > width + this.r) this.position.x = -this.r;
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if (this.position.y > height + this.r) this.position.y = -this.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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separate(boids) {
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let desiredSeparation = 25;
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let steer = createVector(0, 0);
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let count = 0;
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// For every boid in the system, check if it's too close
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for (let i = 0; i < boids.length; i++) {
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let d = p5.Vector.dist(this.position, boids[i].position);
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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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let diff = p5.Vector.sub(this.position, boids[i].position);
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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(count);
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}
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// As long as the vector is greater than 0
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if (steer.mag() > 0) {
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// Implement Reynolds: Steering = Desired - Velocity
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steer.normalize();
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steer.mult(this.maxspeed);
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steer.sub(this.velocity);
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steer.limit(this.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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align(boids) {
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let neighborDistance = 50;
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let sum = createVector(0, 0);
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let count = 0;
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for (let i = 0; i < boids.length; i++) {
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let d = p5.Vector.dist(this.position, boids[i].position);
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if (d > 0 && d < neighborDistance) {
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sum.add(boids[i].velocity);
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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(count);
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sum.normalize();
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sum.mult(this.maxspeed);
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let steer = p5.Vector.sub(sum, this.velocity);
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steer.limit(this.maxforce);
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return steer;
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} else {
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return createVector(0, 0);
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}
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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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cohere(boids) {
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let neighborDistance = 50;
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let sum = createVector(0, 0); // Start with empty vector to accumulate all locations
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let count = 0;
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for (let i = 0; i < boids.length; i++) {
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let d = p5.Vector.dist(this.position, boids[i].position);
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if (d > 0 && d < neighborDistance) {
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sum.add(boids[i].position); // 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(count);
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return this.seek(sum); // Steer towards the location
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} else {
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return createVector(0, 0);
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}
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}
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}
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