Hi
calsign/
lukasz
Thank you very much for the response.
I have pasted bellow the source code and please point me how to change the code, when
Boid reach to the border and change its vector to opposite.
- // The Boid class
- class Boid {
- PVector loc;
- PVector vel;
- PVector acc;
- float r; // dimensione boid nel testo originale
- float scala; // scala dimensione rondine
- float maxforce; // Maximum steering force
- float maxspeed; // Maximum speed
- Boid(PVector l, float ms, float mf, float sc) {
- acc = new PVector(0, 0);
- vel = new PVector(random(-1, 1), random(-1, 1));
- loc = l.get();
- r = 20.0;
- maxspeed = ms;
- maxforce = mf;
- scala = sc; // dimensione rondini
- }
- 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(120, 200);
- noStroke();
- pushMatrix();
- translate(loc.x, loc.y);
- rotate(theta);
-
- scale(scala); // dimensione boid
- shapeMode(CENTER);
- beginShape();
- vertex(-18, 10);
- bezierVertex(-15, -6, 15, -6, 18, 10);
- bezierVertex(6, -2, -2, 8, -3, 25);
- bezierVertex(0, 0, 0, 0, 3, 25);
- bezierVertex(2, 8, -6, -2, -18, 10);
- 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 = 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;
- }
- }