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@koji
Forked from Craigson/flocking3D
Created February 19, 2017 23:39
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nature of code example for flocking in 3D.
import peasy.*;
Flock flock;
int boundary = 500;
PeasyCam cam;
// GUI
import controlP5.*;
int sliderValue = 100;
ControlP5 cp5;
void setup() {
size(1024, 768, P3D);
background(0);
flock = new Flock();
// Add an initial set of boids into the system
for (int i = 0; i < 200; i++) {
Boid b = new Boid(0,0,0);
flock.addBoid(b);
}
// setup camera
cam = new PeasyCam(this,0,0,0,1500);
cam.setMinimumDistance(50);
cam.setMaximumDistance(1500);
}
void draw() {
background(0);
flock.run();
// draw the bounding box
pushMatrix();
noFill();
stroke(255,100);
box(boundary*2);
popMatrix();
//println(frameRate);
}
// Add a new boid into the System
void mouseDragged() {
//flock.addBoid(new Boid(0,0,0));
}
void keyPressed(){
if (key == CODED) {
if (keyCode == UP) {
for (int i = 0; i < 10; i++){
flock.addBoid(new Boid(0,0,0));
}
}
}
}
class Boid {
PVector position;
PVector velocity;
PVector acceleration;
float r;
float maxforce; // Maximum steering force
float maxspeed; // Maximum speed
Boid(float x, float y, float z) {
acceleration = new PVector(0,0,0);
float angle1 = random(PI);
float angle2 = random(TWO_PI);
velocity = new PVector(sin(angle1) * cos(angle2), sin(angle1) * sin(angle2), cos(angle1));
position = new PVector(x,y,z);
r = 3.0;
maxspeed = 3;
maxforce = 0.05;
}
void run(ArrayList<Boid> 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<Boid> boids) {
PVector sep = separate(boids); // Separation
PVector ali = align(boids); // Alignment
PVector coh = cohesion(boids); // Cohesion
// Arbitrarily weight these forces
sep.mult(1.5);
ali.mult(0.8);
coh.mult(1.0);
// Add the force vectors to acceleration
applyForce(sep);
applyForce(ali);
applyForce(coh);
}
// Method to update position
void update() {
// Update velocity
velocity.add(acceleration);
// Limit speed
velocity.limit(maxspeed);
position.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,position); // A vector pointing from the position 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.heading() + radians(90);
fill(255);
noStroke();
pushMatrix();
translate(position.x,position.y, position.z);
sphereDetail(1);
sphere(3);
popMatrix();
}
// Wraparound
void borders() {
PVector desired = null;
if (position.x < -boundary) desired = new PVector(maxspeed, velocity.y, velocity.z);
if (position.x > boundary) desired = new PVector(-maxspeed, velocity.y, velocity.z);
if (position.y < -boundary) desired = new PVector(velocity.x, maxspeed, velocity.z);
if (position.y > boundary) desired = new PVector(velocity.x, -maxspeed, velocity.z);
if (position.z < -boundary) desired = new PVector(velocity.x, velocity.y, maxspeed);
if (position.z > boundary) desired = new PVector(velocity.x, velocity.y, -maxspeed);
if (desired != null) {
desired.normalize();
desired.mult(maxspeed);
PVector steer = PVector.sub(desired, velocity);
steer.limit(maxforce);
applyForce(steer);
}
}
// Separation
// Method checks for nearby boids and steers away
PVector separate (ArrayList<Boid> 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(position,other.position);
// 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(position,other.position);
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<Boid> boids) {
float neighbordist = 50;
PVector sum = new PVector(0,0,0);
int count = 0;
for (Boid other : boids) {
float d = PVector.dist(position,other.position);
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(0,0,0);
}
}
// Cohesion
// For the average position (i.e. center) of all nearby boids, calculate steering vector towards that position
PVector cohesion (ArrayList<Boid> boids) {
float neighbordist = 50;
PVector sum = new PVector(0,0,0); // Start with empty vector to accumulate all positions
int count = 0;
for (Boid other : boids) {
float d = PVector.dist(position,other.position);
if ((d > 0) && (d < neighbordist)) {
sum.add(other.position); // Add position
count++;
}
}
if (count > 0) {
sum.div(count);
return seek(sum); // Steer towards the position
} else {
return new PVector(0,0,0);
}
}
}
class Flock {
ArrayList<Boid> boids; // An ArrayList for all the boids
Flock() {
boids = new ArrayList<Boid>(); // Initialize the ArrayList
}
void run() {
for (Boid b : boids) {
b.run(boids); // Passing the entire list of boids to each boid individually
}
}
void addBoid(Boid b) {
boids.add(b);
}
}
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