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just another inlet to tributary
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{"editor_editor":{"coffee":false,"vim":false,"emacs":false,"width":487,"height":278,"hide":false},"endpoint":"bigfish"} |
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//appearance | |
var rx = 7.5; | |
var ry = 5; | |
//number of boids | |
var n = 50; | |
var neighbor_radius = 50; | |
var mouse_radius = 200; | |
var desired_separation = 105; | |
var max_force = .1; | |
var max_speed = 2; | |
var separation_weight = 2; | |
//how much the boids want to line up | |
var alignment_weight = 10; | |
//how much the boids want to stay close together | |
var cohesion_weight = 10; | |
//mostly changes how much the mouse affects the boids | |
var gravity_multiplier = 100; | |
//some defaults | |
tributary.trace = true; //turns on console trace for errors | |
var w = tributary.sw; //get screen width and height | |
var h = tributary.sh; | |
//initialize the "global" variable that keeps track of mouse | |
var mouse = [null, null]; | |
tributary.init = function(g) { | |
//setup the nodes | |
tributary.nodes = d3.range(n).map(function() { | |
var x = Math.random() * w, y = Math.random() * h; | |
var b = boid() | |
.position([Math.random() * w, Math.random() * h]) | |
.velocity([Math.random() * 2 - 1, Math.random() * 2 - 1]) | |
.gravityCenter(mouse) | |
return b; | |
}); | |
vertices = tributary.nodes.map(function(boid) { | |
return boid(tributary.nodes); | |
}); | |
//render the boids as ellipses | |
var gs = g.selectAll("g.node") | |
.data(tributary.nodes) | |
.enter().append("g").classed("node", true); | |
var head = gs.append("svg:ellipse") | |
//mouse interaction stuff | |
function nullGravity() { | |
mouse[0] = mouse[1] = null; | |
} | |
d3.select("svg").on("mousemove", function() { | |
var m = d3.mouse(this); | |
mouse[0] = m[0]; | |
mouse[1] = m[1]; | |
}) | |
.on("mouseout", nullGravity); | |
}; | |
//update the simulation while the play button is running. | |
tributary.run = function(g,t) { | |
var len = tributary.nodes.length; | |
for (var i = -1; ++i < len;) { | |
var b = tributary.nodes[i]; | |
b.separationWeight(separation_weight) | |
.alignmentWeight(alignment_weight) | |
.cohesionWeight(cohesion_weight) | |
.neighborRadius(neighbor_radius) | |
.desiredSeparation(desired_separation) | |
.mouseRadius(mouse_radius) | |
.gravityMultiplier(gravity_multiplier) | |
.maxForce(max_force) | |
.maxSpeed(max_speed) | |
//perform update with "neighbors" | |
b(tributary.nodes); | |
} | |
var gs = g.selectAll("g.node") | |
var head = gs.select("ellipse") | |
head.attr("transform", function(d,i) { | |
var angle = 90-Math.atan2(d.velocity()[0], d.velocity()[1]) * 180/Math.PI; | |
return "translate(" + d.position() + ")rotate(" + angle + ")"; | |
}) | |
.attr("rx", rx) | |
.attr("ry", ry); | |
}; | |
// Boid flocking based on http://harry.me/2011/02/17/neat-algorithms---flocking | |
var boid = (function() { | |
function boid() { | |
var position = [0, 0], | |
velocity = [0, 0], | |
gravityCenter = null, | |
gravityMultiplier = 1, | |
neighborRadius = 50, | |
mouseRadius = 50, | |
maxForce = .1, | |
maxSpeed = 1, | |
separationWeight = 2, | |
alignmentWeight = 1, | |
cohesionWeight = 1, | |
desiredSeparation = 10; | |
function boid(neighbors) { | |
var accel = flock(neighbors); | |
d3_ai_boidWrap(position); | |
velocity[0] += accel[0]; | |
velocity[1] += accel[1]; | |
if (gravityCenter) { | |
//var g = d3_ai_boidGravity(gravityCenter, position, neighborRadius); | |
var g = d3_ai_boidGravity(gravityCenter, position, mouseRadius) | |
velocity[0] += g[0] * gravityMultiplier; | |
velocity[1] += g[1] * gravityMultiplier;; | |
} | |
d3_ai_boidLimit(velocity, maxSpeed); | |
position[0] += velocity[0]; | |
position[1] += velocity[1]; | |
return position; | |
} | |
function flock(neighbors) { | |
var separation = [0, 0], | |
alignment = [0, 0], | |
cohesion = [0, 0], | |
separationCount = 0, | |
alignmentCount = 0, | |
cohesionCount = 0, | |
i = -1, | |
l = neighbors.length; | |
while (++i < l) { | |
var n = neighbors[i]; | |
if (n === this) continue; | |
var npos = n.position(), | |
d = d3_ai_boidDistance(position, npos); | |
if (d > 0) { | |
if (d < desiredSeparation) { | |
var tmp = d3_ai_boidNormalize(d3_ai_boidSubtract(position.slice(), npos)); | |
separation[0] += tmp[0] / d; | |
separation[1] += tmp[1] / d; | |
separationCount++; | |
} | |
if (d < neighborRadius) { | |
var nvel = n.velocity(); | |
alignment[0] += nvel[0]; | |
alignment[1] += nvel[1]; | |
alignmentCount++; | |
cohesion[0] += npos[0]; | |
cohesion[1] += npos[1]; | |
cohesionCount++; | |
} | |
} | |
} | |
if (separationCount > 0) { | |
separation[0] /= separationCount; | |
separation[1] /= separationCount; | |
} | |
if (alignmentCount > 0) { | |
alignment[0] /= alignmentCount; | |
alignment[1] /= alignmentCount; | |
} | |
d3_ai_boidLimit(alignment, maxForce); | |
if (cohesionCount > 0) { | |
cohesion[0] /= cohesionCount; | |
cohesion[1] /= cohesionCount; | |
} else { | |
cohesion = position.slice(); | |
} | |
cohesion = steerTo(cohesion); | |
return [ | |
separation[0] * separationWeight + | |
alignment[0] * alignmentWeight + | |
cohesion[0] * cohesionWeight, | |
separation[1] * separationWeight + | |
alignment[1] * alignmentWeight + | |
cohesion[1] * cohesionWeight | |
]; | |
} | |
function steerTo(target) { | |
var desired = d3_ai_boidSubtract(target, position), | |
d = d3_ai_boidMagnitude(desired); | |
if (d > 0) { | |
d3_ai_boidNormalize(desired); | |
// Two options for desired vector magnitude (1 -- based on distance, 2 -- maxspeed) | |
var mul = maxSpeed * (d < 100 ? d / 100 : 1); | |
desired[0] *= mul; | |
desired[1] *= mul; | |
// Steering = Desired minus Velocity | |
var steer = d3_ai_boidSubtract(desired, velocity); | |
d3_ai_boidLimit(steer, maxForce) // Limit to maximum steering force | |
} else { | |
steer = [0, 0]; | |
} | |
return steer; | |
} | |
boid.position = function(x) { | |
if (!arguments.length) return position; | |
position = x; | |
return boid; | |
} | |
boid.velocity = function(x) { | |
if (!arguments.length) return velocity; | |
velocity = x; | |
return boid; | |
} | |
boid.gravityCenter = function(x) { | |
if (!arguments.length) return gravityCenter; | |
gravityCenter = x; | |
return boid; | |
} | |
boid.gravityMultiplier = function(x) { | |
if (!arguments.length) return gravityMultiplier; | |
gravityMultiplier = x; | |
return boid; | |
} | |
boid.neighborRadius = function(x) { | |
if (!arguments.length) return neighborRadius; | |
neighborRadius = x; | |
return boid; | |
} | |
boid.mouseRadius = function(x) { | |
if (!arguments.length) return mouseRadius; | |
mouseRadius = x; | |
return boid; | |
} | |
boid.maxForce = function(x) { | |
if (!arguments.length) return maxForce; | |
maxForce = x; | |
return boid; | |
} | |
boid.maxSpeed = function(x) { | |
if (!arguments.length) return maxSpeed; | |
maxSpeed = x; | |
return boid; | |
} | |
boid.separationWeight = function(x) { | |
if (!arguments.length) return separationWeight; | |
separationWeight = x; | |
return boid; | |
} | |
boid.alignmentWeight = function(x) { | |
if (!arguments.length) return alignmentWeight; | |
alignmentWeight = x; | |
return boid; | |
} | |
boid.cohesionWeight = function(x) { | |
if (!arguments.length) return cohesionWeight; | |
cohesionWeight = x; | |
return boid; | |
} | |
boid.desiredSeparation = function(x) { | |
if (!arguments.length) return desiredSeparation; | |
desiredSeparation = x; | |
return boid; | |
} | |
return boid; | |
} | |
function d3_ai_boidNormalize(a) { | |
var m = d3_ai_boidMagnitude(a); | |
if (m > 0) { | |
a[0] /= m; | |
a[1] /= m; | |
} | |
return a; | |
} | |
function d3_ai_boidWrap(position) { | |
if (position[0] > w) position[0] = 0; | |
else if (position[0] < 0) position[0] = w; | |
if (position[1] > h) position[1] = 0; | |
else if (position[1] < 0) position[1] = h; | |
} | |
function d3_ai_boidGravity(center, position, neighborRadius) { | |
if (center[0] != null) { | |
var m = d3_ai_boidSubtract(center.slice(), position), | |
d = d3_ai_boidMagnitude(m) - 10; | |
if (d > 0 && d < neighborRadius * 5) { | |
d3_ai_boidNormalize(m); | |
m[0] /= d; | |
m[1] /= d; | |
return m; | |
} | |
} | |
return [0, 0]; | |
} | |
function d3_ai_boidDistance(a, b) { | |
var dx = a[0] - b[0], | |
dy = a[1] - b[1]; | |
if (dx > w / 2) dx = w - dx; | |
if (dy > h / 2) dy = h - dy; | |
return Math.sqrt(dx * dx + dy * dy); | |
} | |
function d3_ai_boidSubtract(a, b) { | |
a[0] -= b[0]; | |
a[1] -= b[1]; | |
return a; | |
} | |
function d3_ai_boidMagnitude(v) { | |
return Math.sqrt(v[0] * v[0] + v[1] * v[1]); | |
} | |
function d3_ai_boidLimit(a, max) { | |
if (d3_ai_boidMagnitude(a) > max) { | |
d3_ai_boidNormalize(a); | |
a[0] *= max; | |
a[1] *= max; | |
} | |
return a; | |
} | |
return boid; | |
})(); |
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