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graphic-processing-site-examples-Topics-Simulate-Flocking-Boid.pde / pde



  // The Boid class
  
  class Boid {
  
    PVector loc;
    PVector vel;
    PVector acc;
    float r;
    float maxforce;    // Maximum steering force
    float maxspeed;    // Maximum speed
  
    Boid(PVector l, float ms, float mf) {
      acc = new PVector(0,0);
      vel = new PVector(random(-1,1),random(-1,1));
      loc = l.get();
      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) {
      PVector sep = separate(boids);   // Separation
      PVector ali = align(boids);      // Alignment
      PVector coh = cohesion(boids);   // Cohesion
      // Arbitrarily weight these forces
      sep.mult(2.0);
      ali.mult(1.0);
      coh.mult(1.0);
      // Add the force vectors to acceleration
      acc.add(sep);
      acc.add(ali);
      acc.add(coh);
    }
    
    // Method to update location
    void update() {
      // Update velocity
      vel.add(acc);
      // Limit speed
      vel.limit(maxspeed);
      loc.add(vel);
      // Reset accelertion to 0 each cycle
      acc.mult(0);
    }
  
    void seek(PVector target) {
      acc.add(steer(target,false));
    }
   
    void arrive(PVector target) {
      acc.add(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
    PVector steer(PVector target, boolean slowdown) {
      PVector steer;  // The steering vector
      PVector desired = target.sub(target,loc);  // A vector pointing from the location to the target
      float d = desired.mag(); // 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 < 100.0)) desired.mult(maxspeed*(d/100.0)); // This damping is somewhat arbitrary
        else desired.mult(maxspeed);
        // Steering = Desired minus Velocity
        steer = target.sub(desired,vel);
        steer.limit(maxforce);  // Limit to maximum steering force
      } else {
        steer = new PVector(0,0);
      }
      return steer;
    }
    
    void render() {
      // Draw a triangle rotated in the direction of velocity
      float theta = vel.heading2D() + PI/2;
      fill(200,100);
      stroke(255);
      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
    PVector separate (ArrayList boids) {
      float desiredseparation = 25.0;
      PVector sum = new PVector(0,0,0);
      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.dist(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
          PVector diff = loc.sub(loc,other.loc);
          diff.normalize();
          diff.div(d);        // Weight by distance
          sum.add(diff);
          count++;            // Keep track of how many
        }
      }
      // Average -- divide by how many
      if (count > 0) {
        sum.div((float)count);
      }
      return sum;
    }
    
    // Alignment
    // For every nearby boid in the system, calculate the average velocity
    PVector align (ArrayList boids) {
      float neighbordist = 50.0;
      PVector sum = new PVector(0,0,0);
      int count = 0;
      for (int i = 0 ; i < boids.size(); i++) {
        Boid other = (Boid) boids.get(i);
        float d = loc.dist(other.loc);
        if ((d > 0) && (d < neighbordist)) {
          sum.add(other.vel);
          count++;
        }
      }
      if (count > 0) {
        sum.div((float)count);
        sum.limit(maxforce);
      }
      return sum;
    }
  
    // Cohesion
    // For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
    PVector cohesion (ArrayList boids) {
      float neighbordist = 50.0;
      PVector sum = new PVector(0,0);   // 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.dist(other.loc);
        if ((d > 0) && (d < neighbordist)) {
          sum.add(other.loc); // Add location
          count++;
        }
      }
      if (count > 0) {
        sum.div((float)count);
        return steer(sum,false);  // Steer towards the location
      }
      return sum;
    }
  }
  
  


(C) Æliens 20/2/2008

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