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| 1 | +# Flocking |
| 2 | +# |
| 3 | +# Ported from Dan Schiffman's Flocking |
| 4 | +# |
| 5 | +# An implementation of Craig Reynold's Boids program to simulate |
| 6 | +# the flocking behavior of birds. Each boid steers itself based on |
| 7 | +# rules of avoidance, alignment, and coherence. |
| 8 | +# |
| 9 | +# Click the mouse to add a new boid. |
| 10 | +from mewnala import * |
| 11 | + |
| 12 | +flock = None |
| 13 | + |
| 14 | + |
| 15 | +def setup(): |
| 16 | + global flock |
| 17 | + size(640, 360) |
| 18 | + flock = Flock() |
| 19 | + # Add an initial set of boids into the system |
| 20 | + for i in range(150): |
| 21 | + flock.add_boid(Boid(width / 2, height / 2)) |
| 22 | + |
| 23 | + |
| 24 | +def draw(): |
| 25 | + background(50) |
| 26 | + flock.run() |
| 27 | + |
| 28 | + |
| 29 | +# Add a new boid into the System |
| 30 | +def mouse_pressed(): |
| 31 | + flock.add_boid(Boid(mouse_x, mouse_y)) |
| 32 | + |
| 33 | + |
| 34 | +# The Flock (a list of Boid objects) |
| 35 | +class Flock: |
| 36 | + def __init__(self): |
| 37 | + self.boids = [] # A list for all the boids |
| 38 | + |
| 39 | + def run(self): |
| 40 | + for b in self.boids: |
| 41 | + b.run(self.boids) # Passing the entire list of boids to each boid individually |
| 42 | + |
| 43 | + def add_boid(self, b): |
| 44 | + self.boids.append(b) |
| 45 | + |
| 46 | + |
| 47 | +# The Boid class |
| 48 | +class Boid: |
| 49 | + def __init__(self, x, y): |
| 50 | + self.acceleration = Vec2(0, 0) |
| 51 | + self.velocity = Vec2.random() |
| 52 | + self.position = Vec2(x, y) |
| 53 | + self.r = 2.0 |
| 54 | + self.maxspeed = 2.0 # Maximum speed |
| 55 | + self.maxforce = 0.03 # Maximum steering force |
| 56 | + |
| 57 | + def run(self, boids): |
| 58 | + self.flock(boids) |
| 59 | + self.update() |
| 60 | + self.borders() |
| 61 | + self.render() |
| 62 | + |
| 63 | + def apply_force(self, force): |
| 64 | + # We could add mass here if we want A = F / M |
| 65 | + self.acceleration.add(force) |
| 66 | + |
| 67 | + # We accumulate a new acceleration each time based on three rules |
| 68 | + def flock(self, boids): |
| 69 | + sep = self.separate(boids) # Separation |
| 70 | + ali = self.align(boids) # Alignment |
| 71 | + coh = self.cohesion(boids) # Cohesion |
| 72 | + # Arbitrarily weight these forces |
| 73 | + sep.mult(1.5) |
| 74 | + ali.mult(1.0) |
| 75 | + coh.mult(1.0) |
| 76 | + # Add the force vectors to acceleration |
| 77 | + self.apply_force(sep) |
| 78 | + self.apply_force(ali) |
| 79 | + self.apply_force(coh) |
| 80 | + |
| 81 | + # Method to update position |
| 82 | + def update(self): |
| 83 | + # Update velocity |
| 84 | + self.velocity.add(self.acceleration) |
| 85 | + # Limit speed |
| 86 | + self.velocity.limit(self.maxspeed) |
| 87 | + self.position.add(self.velocity) |
| 88 | + # Reset acceleration to 0 each cycle |
| 89 | + self.acceleration.mult(0) |
| 90 | + |
| 91 | + # A method that calculates and applies a steering force towards a target |
| 92 | + # STEER = DESIRED MINUS VELOCITY |
| 93 | + def seek(self, target): |
| 94 | + desired = target - self.position # A vector pointing from the position to the target |
| 95 | + # Scale to maximum speed |
| 96 | + desired.set_mag(self.maxspeed) |
| 97 | + |
| 98 | + # Steering = Desired minus Velocity |
| 99 | + steer = desired - self.velocity |
| 100 | + steer.limit(self.maxforce) # Limit to maximum steering force |
| 101 | + return steer |
| 102 | + |
| 103 | + def render(self): |
| 104 | + # Draw a triangle rotated in the direction of velocity |
| 105 | + theta = self.velocity.heading() + HALF_PI |
| 106 | + |
| 107 | + fill(200, 100) |
| 108 | + stroke(255) |
| 109 | + push_matrix() |
| 110 | + translate(self.position.x, self.position.y) |
| 111 | + rotate(theta) |
| 112 | + begin_shape(TRIANGLES) |
| 113 | + vertex(0, -self.r * 2) |
| 114 | + vertex(-self.r, self.r * 2) |
| 115 | + vertex(self.r, self.r * 2) |
| 116 | + end_shape() |
| 117 | + pop_matrix() |
| 118 | + |
| 119 | + # Wraparound |
| 120 | + def borders(self): |
| 121 | + if self.position.x < -self.r: |
| 122 | + self.position.x = width + self.r |
| 123 | + if self.position.y < -self.r: |
| 124 | + self.position.y = height + self.r |
| 125 | + if self.position.x > width + self.r: |
| 126 | + self.position.x = -self.r |
| 127 | + if self.position.y > height + self.r: |
| 128 | + self.position.y = -self.r |
| 129 | + |
| 130 | + # Separation |
| 131 | + # Method checks for nearby boids and steers away |
| 132 | + def separate(self, boids): |
| 133 | + desired_separation = 25.0 |
| 134 | + steer = Vec2(0, 0) |
| 135 | + count = 0 |
| 136 | + # For every boid in the system, check if it's too close |
| 137 | + for other in boids: |
| 138 | + d = self.position.dist(other.position) |
| 139 | + # If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself) |
| 140 | + if 0 < d < desired_separation: |
| 141 | + # Calculate vector pointing away from neighbor |
| 142 | + diff = (self.position - other.position).normalize() |
| 143 | + diff.div(d) # Weight by distance |
| 144 | + steer.add(diff) |
| 145 | + count += 1 # Keep track of how many |
| 146 | + # Average -- divide by how many |
| 147 | + if count > 0: |
| 148 | + steer.div(count) |
| 149 | + |
| 150 | + # As long as the vector is greater than 0 |
| 151 | + if steer.mag() > 0: |
| 152 | + # Implement Reynolds: Steering = Desired - Velocity |
| 153 | + steer.set_mag(self.maxspeed) |
| 154 | + steer.sub(self.velocity) |
| 155 | + steer.limit(self.maxforce) |
| 156 | + return steer |
| 157 | + |
| 158 | + # Alignment |
| 159 | + # For every nearby boid in the system, calculate the average velocity |
| 160 | + def align(self, boids): |
| 161 | + neighbor_dist = 50.0 |
| 162 | + sum = Vec2(0, 0) |
| 163 | + count = 0 |
| 164 | + for other in boids: |
| 165 | + d = self.position.dist(other.position) |
| 166 | + if 0 < d < neighbor_dist: |
| 167 | + sum.add(other.velocity) |
| 168 | + count += 1 |
| 169 | + if count > 0: |
| 170 | + sum.div(count) |
| 171 | + # Implement Reynolds: Steering = Desired - Velocity |
| 172 | + sum.set_mag(self.maxspeed) |
| 173 | + steer = sum - self.velocity |
| 174 | + steer.limit(self.maxforce) |
| 175 | + return steer |
| 176 | + else: |
| 177 | + return Vec2(0, 0) |
| 178 | + |
| 179 | + # Cohesion |
| 180 | + # For the average position (i.e. center) of all nearby boids, calculate steering vector towards that position |
| 181 | + def cohesion(self, boids): |
| 182 | + neighbor_dist = 50.0 |
| 183 | + sum = Vec2(0, 0) # Start with empty vector to accumulate all positions |
| 184 | + count = 0 |
| 185 | + for other in boids: |
| 186 | + d = self.position.dist(other.position) |
| 187 | + if 0 < d < neighbor_dist: |
| 188 | + sum.add(other.position) # Add position |
| 189 | + count += 1 |
| 190 | + if count > 0: |
| 191 | + sum.div(count) |
| 192 | + return self.seek(sum) # Steer towards the position |
| 193 | + else: |
| 194 | + return Vec2(0, 0) |
| 195 | + |
| 196 | + |
| 197 | +run() |
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