I'm still working on a Boids derivative program that has several irregularly-shaped objects randomly moving around the screen. Unlike Boids, I would like users to be able to click on any object in the flock and have it respond to that click. I've read the threads about clicking on objects, but those examples featured circles and squares, while my images are represented by rectangles and can change rotation depending upon the object's heading.
I've tried to do this on lines 40 and 151, and in both cases, it sets the clickable area as an unrotated rectangle at the coordinates of the top-left corner. While this would work if the objects were all static rectangles, they move and rotate, so how could I get the clickable area to rotate with them? Any help would be greatly appreciated!
- Flock flock;
- void setup() {
- size(640, 360);
- flock = new Flock();
- // Add an initial set of boids into the system
- for (int i = 0; i < 1; i++) {
- flock.addBoid(new Boid(new PVector(width/2,height/2), 0.5, 0.05));
- }
- smooth();
- }
- void draw() {
- background(50);
- flock.run();
- }
- // Add a new boid into the System
- /*void mousePressed() {
- flock.addBoid(new Boid(new PVector(mouseX,mouseY),2.0f,0.05f));
- }*/
- // The Flock (a list of Boid objects)
- class Flock {
- ArrayList boids; // An arraylist for all the boids
- Flock() {
- boids = new ArrayList(); // Initialize the arraylist
- }
- void run() {
- for (int i = 0; i < boids.size(); i++) {
- Boid b = (Boid) boids.get(i);
- b.run(boids); // Passing the entire list of boids to each boid individually
- if(mousePressed && (mouseX >= b.loc.x && mouseX <= (b.loc.x + 18) && mouseY >= b.loc.y && mouseY<= (b.loc.y +73))) {
- print("BOID " + i);
- }
- }
- }
- void addBoid(Boid b) {
- boids.add(b);
- }
- }
- // The Boid class
- class Boid {
- PVector loc;
- PVector vel;
- PVector acc;
- float w;
- float h;
- 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();
- w = 18.0;
- h = 73.0;
- 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(1.5);
- 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);
- /*if(mousePressed && (mouseX >= loc.x && mouseX <= (loc.x + 18) && mouseY >= loc.y && mouseY<= (loc.y +73))) {
- print("BOID CLICKED");
- }*/
- beginShape();
- vertex(0,0);
- vertex(w,0);
- vertex(w,h);
- vertex(0,h);
- endShape(CLOSE);
- popMatrix();
- }
- // Wraparound
- void borders() {
- if (loc.x < -w) loc.x = width+w;
- if (loc.y < -h) loc.y = height+h;
- if (loc.x > width+w) loc.x = -w;
- if (loc.y > height+h) loc.y = -h;
- }
- // Separation
- // Method checks for nearby boids and steers away
- PVector separate (ArrayList boids) {
- float desiredseparation = 20.0;
- PVector steer = 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 = PVector.dist(loc,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 = PVector.sub(loc,other.loc);
- 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(vel);
- steer.limit(maxforce);
- }
- return steer;
- }
- // Alignment
- // For every nearby boid in the system, calculate the average velocity
- PVector align (ArrayList boids) {
- float neighbordist = 25.0;
- PVector steer = new PVector(0,0,0);
- int count = 0;
- for (int i = 0 ; i < boids.size(); i++) {
- Boid other = (Boid) boids.get(i);
- float d = PVector.dist(loc,other.loc);
- if ((d > 0) && (d < neighbordist)) {
- steer.add(other.vel);
- count++;
- }
- }
- 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(vel);
- steer.limit(maxforce);
- }
- return steer;
- }
- // Cohesion
- // For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
- PVector cohesion (ArrayList boids) {
- float neighbordist = 25.0;
- 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;
- }
- }
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