我正在做一个boids植绒项目。我的目标是有几个必须被 boids 避免的可拖动对象。有几个不同的鸡群具有不同的起始位置。
我设法让 boids 避开一个可拖动的物体。但我似乎无法让他们全部避开。(使用 for 循环)
我真的不明白为什么这不起作用..
我希望你能给我一些建议。
编码:
int initBoidNum = 100; //amount of boids to start the program with
BoidList flock1, flock2, flock3;
Draggable draggable;
NullDraggableObject nullDraggableObject;
ArrayList draggables;
int id;
float[] xposs= new float[10];
float[] yposs= new float[10];
String turn;
void setup() {
size(1000, 700);
//create and fill the list of boids
flock1 = new BoidList(150, 0, 10, 100);
flock2 = new BoidList(150, 255, 10, 200);
flock3 = new BoidList(150, 150, 10, 300);
turn = "turn";
nullDraggableObject = new NullDraggableObject();
draggables = new ArrayList();
for (int i = 0; i < 10; i++) {
draggables.add(new DraggableObject(random(width), random(height/2)));
}
}
void draw() {
background(100, 60);
flock1.run();
flock2.run();
flock3.run();
stroke(255);
noFill();
draggable = nullDraggableObject;
for (id = 0; id < draggables.size (); id++) {
Draggable d = (Draggable)draggables.get(id);
d.draw();
if (d.isBeingMouseHovered()) {
draggable = d;
}
}
}
void mousePressed() {
draggable.mousePressed();
}
void mouseDragged() {
draggable.mouseDragged();
}
void mouseReleased() {
draggable.mouseReleased();
}
interface Draggable {
boolean isBeingMouseHovered();
boolean inside(float ix, float iy);
void draw();
void mousePressed();
void mouseDragged();
void mouseReleased();
}
class NullDraggableObject implements Draggable {
boolean isBeingMouseHovered() {
return false;
}
boolean inside(float ix, float iy) {
return false;
}
void draw() {
}
void mousePressed() {
}
void mouseDragged() {
}
void mouseReleased() {
}
}
public class DraggableObject implements Draggable {
float XX, YY;
float radius;
boolean drag;
float dragX, dragY;
DraggableObject(float _x, float _y) {
XX = _x;
YY = _y;
radius = 50;
drag = false;
dragX = 0;
dragY = 0;
}
boolean isBeingMouseHovered() {
return inside(mouseX, mouseY);
}
boolean inside(float ix, float iy) {
return (dist(XX, YY, ix, iy) < radius);
}
void draw() {
ellipseMode(CENTER);
ellipse(XX, YY, 2*radius, 2*radius);
String space = "__";
println(id);
println(XX);
println(YY);
xposs[id] = XX;
yposs[id] = YY;
}
void mousePressed() {
drag = inside(mouseX, mouseY);
if (drag) {
dragX = mouseX - XX;
dragY = mouseY - YY;
}
}
void mouseDragged() {
if (drag) {
XX = mouseX - dragX;
YY = mouseY - dragY;
}
}
void mouseReleased() {
drag = false;
}
}
class Boid {
//fields
PVector pos, vel, acc, ali, coh, sep; //pos, velocity, and acceleration in a vector datatype
float neighborhoodRadius; //radius in which it looks for fellow boids
float maxSpeed = 1; //maximum magnitude for the velocity vector
float maxSteerForce = .05; //maximum magnitude of the steering vector
float sMod, aMod, cMod; //modifiers for the three forces on the boid
float h; //hue
Boid(PVector inPos) {
pos = new PVector();
pos.set(inPos);
vel = new PVector(random(-1, 1), random(-1, 1));
acc = new PVector(0, 0);
neighborhoodRadius = 20;
sMod = 1;
aMod = 1;
cMod = 4;
}
Boid(PVector inPos, PVector inVel, float r) {
pos = new PVector();
pos.set(inPos);
vel = new PVector();
vel.set(inVel);
acc = new PVector(0, 0);
neighborhoodRadius = r;
}
void run(ArrayList bl) {
for (int i =0; i < 10; i++) {
acc.add(attract(new PVector(width/2, height/2), true));
acc.add(avoid(new PVector(xposs[i], yposs[i]), true));
if (i == 10) i = 0;
}
if (pos.x>width-10)acc.add(bounce(new PVector(width, pos.y), true));
if (pos.x<10) acc.add(bounce(new PVector(0, pos.y), true));
if (pos.y>height-10) acc.add(bounce(new PVector(pos.x, height), true));
if (pos.y<10) acc.add(bounce(new PVector(pos.x, 0), true));
ali = alignment(bl);
coh = cohesion(bl);
sep = seperation(bl);
for (int i =0; i < 10; i++) {
if (PVector.dist(new PVector(xposs[i], yposs[i]), pos)>180) {
acc.add(PVector.mult(ali, aMod));
acc.add(PVector.mult(coh, cMod));
acc.add(PVector.mult(sep, sMod));
}
if (PVector.dist(new PVector(xposs[i], yposs[i]), pos)<80) maxSpeed = 1000;
if (i == 10) i = 0;
}
if (PVector.dist(new PVector(width, height), pos)<60) maxSpeed = 1000;
if (PVector.dist(new PVector(0, 0), pos)<50) {
maxSpeed = 1000;
} else {
maxSpeed = 1;
}
move();
checkBounds();
render();
}
void move() {
vel.add(acc); //add acceleration to velocity
vel.limit(maxSpeed); //make sure the velocity vector magnitude does not exceed maxSpeed
pos.add(vel); //add velocity to position
acc.mult(0); //reset acceleration
}
void checkBounds() {
}
void render() {
pushMatrix();
translate(pos.x, pos.y);
rotate(atan2(vel.y, vel.x)); //rotate drawing matrix to direction of velocity
stroke(0);
noFill();
ellipse(0, 0, neighborhoodRadius/2, neighborhoodRadius/2);
noStroke();
fill(h);
//draw triangle
beginShape(TRIANGLES);
rect(0, 0, 6, 2);
endShape();
popMatrix();
}
//steering. If arrival==true, the boid slows to meet the target. Credit to Craig Reynolds
PVector steer(PVector target, boolean arrival) {
PVector steer = new PVector(); //creates vector for steering
if (!arrival) {
steer.set(PVector.sub(target, pos)); //steering vector points towards target (switch target and pos for avoiding)
steer.limit(maxSteerForce); //limits the steering force to maxSteerForce
} else {
PVector targetOffset = PVector.sub(target, pos);
float distance=targetOffset.mag();
float rampedSpeed = maxSpeed*(distance/100);
float clippedSpeed = min(rampedSpeed, maxSpeed);
PVector desiredVelocity = PVector.mult(targetOffset, (clippedSpeed/distance));
steer.set(PVector.sub(desiredVelocity, vel));
}
return steer;
}
//avoid. If weight == true avoidance vector is larger the closer the boid is to the target
PVector avoid(PVector target, boolean weight) {
PVector steer = new PVector(); //creates vector for steering
steer.set(PVector.sub(pos, target)); //steering vector points away from target
if (weight) steer.mult(1/sq(PVector.dist(pos, target)));
//steer.limit(maxSteerForce); //limits the steering force to maxSteerForce
return steer;
}
PVector attract(PVector target, boolean weight) {
PVector steer = new PVector(); //creates vector for steering
steer.set(PVector.sub(target, pos)); //steering vector points away from target
if (weight) steer.mult(1/sq(PVector.dist(target, pos)));
//steer.limit(maxSteerForce); //limits the steering force to maxSteerForce
return steer;
}
PVector bounce(PVector target, boolean weight) {
PVector steer = new PVector(); //creates vector for steering
steer.set(PVector.sub(pos, target)); //steering vector points away from target
if (weight) steer.mult(1/sq(PVector.dist(pos, target)));
//steer.limit(maxSteerForce); //limits the steering force to maxSteerForce
return steer;
}
PVector seperation(ArrayList boids) {
PVector posSum = new PVector(0, 0);
PVector repulse;
for (int i=0; i<boids.size (); i++) {
Boid b = (Boid)boids.get(i);
float d = PVector.dist(pos, b.pos);
if (d>0&&d<=neighborhoodRadius) {
repulse = PVector.sub(pos, b.pos);
repulse.normalize();
repulse.div(d);
posSum.add(repulse);
}
}
return posSum;
}
PVector alignment(ArrayList boids) {
PVector velSum = new PVector(0, 0);
int count = 0;
for (int i=0; i<boids.size (); i++) {
Boid b = (Boid)boids.get(i);
float d = PVector.dist(pos, b.pos);
if (d>0&&d<=neighborhoodRadius) {
velSum.add(b.vel);
count++;
}
}
if (count>0) {
velSum.div((float)count);
velSum.limit(maxSteerForce);
}
return velSum;
}
PVector cohesion(ArrayList boids) {
PVector posSum = new PVector(0, 0);
PVector steer = new PVector(0, 0);
int count = 0;
for (int i=0; i<boids.size (); i++) {
Boid b = (Boid)boids.get(i);
float d = dist(pos.x, pos.y, b.pos.x, b.pos.y);
if (d>0&&d<=neighborhoodRadius) {
posSum.add(b.pos);
count++;
}
}
if (count>0) posSum.div((float)count);
steer = PVector.sub(posSum, pos);
steer.limit(maxSteerForce);
return steer;
}
}
class BoidList {
ArrayList boids; //will hold the boids in this BoidList
float h; //for color
BoidList(int n, float ih, int xstart, int ystart) {
boids = new ArrayList();
h = ih;
for (int i=0; i<n; i++) {
boids.add(new Boid(new PVector(xstart, ystart)));
}
}
void run() {
for (int i=0; i<boids.size (); i++) {
Boid tempBoid = (Boid)boids.get(i); //create a temporary boid to process and make it the current boid in the list
tempBoid.h = h;
tempBoid.run(boids); //tell the temporary boid to execute its run method
}
}
}