// Boid class // Methods for Separation, Cohesion, Alignment added class Boid { Vec2D loc; Vec2D vel; Vec2D acc; float r; float maxforce; float maxspeed; public Boid(Vec2D l, float ms, float mf) { loc=l; acc = new Vec2D(); vel = Vec2D.randomVector(); r = 2.0; maxspeed = ms; maxforce = mf; } void run(ArrayList boids) { flock(boids); update(); borders(); render(); } // We accumulate a new acceleration each time based on three rules void flock(ArrayList boids) { Vec2D sep = separate(boids); // Separation Vec2D ali = align(boids); // Alignment Vec2D coh = cohesion(boids); // Cohesion // Arbitrarily weight these forces sep.scaleSelf(1.5); ali.scaleSelf(1.0); coh.scaleSelf(1.0); // Add the force vectors to acceleration acc.addSelf(sep); acc.addSelf(ali); acc.addSelf(coh); } // Method to update location void update() { // Update velocity vel.addSelf(acc); // Limit speed vel.limit(maxspeed); loc.addSelf(vel); // Reset accelertion to 0 each cycle acc.clear(); } void seek(Vec2D target) { acc.addSelf(steer(target,false)); } void arrive(Vec2D target) { acc.addSelf(steer(target,true)); } // A method that calculates a steering vector towards a target // Takes a second argument, if true, it slows down as it approaches the target Vec2D steer(Vec2D target, boolean slowdown) { Vec2D steer; // The steering vector Vec2D desired = target.sub(loc); // A vector pointing from the location to the target float d = desired.magnitude(); // Distance from the target is the magnitude of the vector // If the distance is greater than 0, calc steering (otherwise return zero vector) if (d > 0) { // Normalize desired desired.normalize(); // Two options for desired vector magnitude (1 -- based on distance, 2 -- maxspeed) if (slowdown && d < 100.0f) desired.scaleSelf(maxspeed*d/100.0f); // This damping is somewhat arbitrary else desired.scaleSelf(maxspeed); // Steering = Desired minus Velocity steer = desired.sub(vel).limit(maxforce); // Limit to maximum steering force } else { steer = new Vec2D(); } return steer; } void render() { // Draw a triangle rotated in the direction of velocity float theta = vel.heading() + radians(90); fill(175); stroke(0); pushMatrix(); translate(loc.x,loc.y); rotate(theta); beginShape(TRIANGLES); vertex(0, -r*2); vertex(-r, r*2); vertex(r, r*2); endShape(); popMatrix(); } // Wraparound void borders() { if (loc.x < -r) loc.x = width+r; if (loc.y < -r) loc.y = height+r; if (loc.x > width+r) loc.x = -r; if (loc.y > height+r) loc.y = -r; } // Separation // Method checks for nearby boids and steers away Vec2D separate (ArrayList boids) { float desiredseparation = 25.0f; Vec2D steer = new Vec2D(); int count = 0; // For every boid in the system, check if it's too close for (int i = 0 ; i < boids.size(); i++) { Boid other = (Boid) boids.get(i); float d = loc.distanceTo(other.loc); // 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 Vec2D diff = loc.sub(other.loc); diff.normalizeTo(1.0/d); steer.addSelf(diff); count++; // Keep track of how many } } // Average -- divide by how many if (count > 0) { steer.scaleSelf(1.0/count); } // As long as the vector is greater than 0 if (steer.magnitude() > 0) { // Implement Reynolds: Steering = Desired - Velocity steer.normalizeTo(maxspeed); steer.subSelf(vel); steer.limit(maxforce); } return steer; } // Alignment // For every nearby boid in the system, calculate the average velocity Vec2D align (ArrayList boids) { float neighbordist = 50.0; Vec2D steer = new Vec2D(); int count = 0; for (int i = 0 ; i < boids.size(); i++) { Boid other = (Boid) boids.get(i); float d = loc.distanceTo(other.loc); if ((d > 0) && (d < neighbordist)) { steer.addSelf(other.vel); count++; } } if (count > 0) { steer.scaleSelf(1.0/count); } // As long as the vector is greater than 0 if (steer.magnitude() > 0) { // Implement Reynolds: Steering = Desired - Velocity steer.normalizeTo(maxspeed); steer.subSelf(vel); steer.limit(maxforce); } return steer; } // Cohesion // For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location Vec2D cohesion (ArrayList boids) { float neighbordist = 50.0; Vec2D sum = new Vec2D(); // Start with empty vector to accumulate all locations int count = 0; for (int i = 0 ; i < boids.size(); i++) { Boid other = (Boid) boids.get(i); float d = loc.distanceTo(other.loc); if ((d > 0) && (d < neighbordist)) { sum.addSelf(other.loc); // Add location count++; } } if (count > 0) { sum.scaleSelf(1.0/count); return steer(sum,false); // Steer towards the location } return sum; } }