// 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 = 0.1;//0.03; } void run(ArrayList 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 boids) { PVector sep = separate(boids); // Separation PVector ali = align(boids); // Alignment PVector coh = cohesion(boids); // Cohesion // Arbitrarily weight these forces sep.mult(2.0);//1.5); ali.mult(0.7);//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 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 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 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); } } }