Created
April 24, 2017 13:28
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"use strict"; | |
class Vehicle { | |
constructor(x, y, h, s, b) { | |
this.pos = createVector(x, y); | |
this.vel = createVector(random(-10, 10), random(-10, 10)); | |
this.acc = createVector(); | |
this.angle = 0; | |
this.maxDesiredVelocity = random(0.1, 1); | |
this.maxSteerForce = random(1, 10); | |
this.brightnessM = b; | |
this.strokeColor = color(h, s, this.brightnessM); | |
this.fillColor = color(h, s, 255 - this.brightnessM); | |
this.strokeWeight = random(0.1, 0.5); | |
this.rad = random(1, 5); | |
} | |
update() { | |
this.vel.add(this.acc); | |
this.pos.add(this.vel); | |
this.acc.mult(0); | |
this.angle = this.vel.heading(); | |
} | |
flow(angle) { | |
var desired = p5.Vector.fromAngle(angle); | |
desired.setMag(this.maxDesiredVelocity); | |
var stear = p5.Vector.sub(desired, this.vel); | |
stear.limit(this.maxStearForce); | |
this.applyForce(stear); | |
} | |
applyForce(force) { | |
this.acc.add(force); | |
} | |
checkEdges() { | |
if (this.pos.x < 0) { | |
this.pos.x = width; | |
} else if (this.pos.x > width) { | |
this.pos.x = 0; | |
} | |
if (this.pos.y < 0) { | |
this.pos.y = height; | |
} else if (this.pos.y > height) { | |
this.pos.y = 0; | |
} | |
} | |
updateColor() { | |
colorMode(HSB); | |
var freq = frameCount * 0.01; | |
var amp = this.brightnessM; | |
brightness = noise(freq) * amp; | |
print("here"); | |
} | |
display() { | |
colorMode(HSB, 100); | |
push(); | |
stroke(this.strokeColor); | |
strokeWeight(this.strokeWeight); | |
fill(this.fillColor); | |
ellipse(this.pos.x, this.pos.y, this.rad, this.rad); | |
pop(); | |
} | |
} | |
var RESOLUTION = 10; | |
var angles = []; | |
var rows, cols; | |
var vehicles = []; | |
function setup() { | |
createCanvas(1000, 600); | |
background(0); | |
rows = floor(width / RESOLUTION); | |
cols = floor(height / RESOLUTION); | |
// for (var i = 0; i < 60; i++) { | |
// vehicles.push(new Vehicle(width / 2, height / 2, 150 - 1 * i, 50 + 1 * i, random(255))); | |
// } | |
} | |
function draw() { | |
if (vehicles.length < 50) { | |
vehicles.push(new Vehicle(width / 2 , height / 2 , 200 - 1 * i, 50 + 1 * i, random(255))); | |
} | |
//background(0, 0.1); | |
// flow field | |
for (var c = 0; c <= cols; c++) { | |
for (var r = 0; r <= rows; r++) { | |
var index = r + c * rows; // *** x + y * width | |
var x = r * RESOLUTION; | |
var y = c * RESOLUTION; | |
var xfreq = (x + frameCount * 0.5) * 0.001; | |
var yfreq = (y + frameCount * 0.1) * 0.005; | |
var amp = TWO_PI; // range of angle | |
var val = noise(xfreq, yfreq, (xfreq + yfreq) / 2) * amp + frameCount * 0.005; | |
angles[index] = val; | |
////why we need this traslation? | |
// push(); | |
// translate(x, y); | |
// pop(); | |
} | |
} | |
// vehicles | |
for (var i = 0; i < vehicles.length; i++) { | |
var v = vehicles[i]; | |
var r = floor(v.pos.x / RESOLUTION); | |
var c = floor(v.pos.y / RESOLUTION); | |
index = r + c * rows; | |
var a = angles[index]; | |
v.flow(a); | |
v.update(); | |
v.checkEdges(); | |
//v.updateColor(); | |
v.display(); | |
} | |
} |
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