ESP32-HUB75-MatrixPanel-DMA/examples/ChainedPanelsAuroraDemo/PatternFlock.h

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/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from "Flocking" in "The Nature of Code" by Daniel Shiffman: http://natureofcode.com/
* Copyright (c) 2014 Daniel Shiffman
* http://www.shiffman.net
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
// Flocking
// Daniel Shiffman <http://www.shiffman.net>
// The Nature of Code, Spring 2009
// Demonstration of Craig Reynolds' "Flocking" behavior
// See: http://www.red3d.com/cwr/
// Rules: Cohesion, Separation, Alignment
#ifndef PatternFlock_H
#define PatternFlock_H
class PatternFlock : public Drawable {
public:
PatternFlock() {
name = (char *)"Flock";
}
static const int boidCount = 10;
Boid predator;
PVector wind;
byte hue = 0;
bool predatorPresent = true;
void start() {
for (int i = 0; i < boidCount; i++) {
boids[i] = Boid(15, 15);
boids[i].maxspeed = 0.380;
boids[i].maxforce = 0.015;
}
predatorPresent = random(0, 2) >= 1;
if (predatorPresent) {
predator = Boid(31, 31);
predatorPresent = true;
predator.maxspeed = 0.385;
predator.maxforce = 0.020;
predator.neighbordist = 16.0;
predator.desiredseparation = 0.0;
}
}
unsigned int drawFrame() {
effects.DimAll(230); effects.ShowFrame();
bool applyWind = random(0, 255) > 250;
if (applyWind) {
wind.x = Boid::randomf() * .015;
wind.y = Boid::randomf() * .015;
}
CRGB color = effects.ColorFromCurrentPalette(hue);
for (int i = 0; i < boidCount; i++) {
Boid * boid = &boids[i];
if (predatorPresent) {
// flee from predator
boid->repelForce(predator.location, 10);
}
boid->run(boids, boidCount);
boid->wrapAroundBorders();
PVector location = boid->location;
// PVector velocity = boid->velocity;
// backgroundLayer.drawLine(location.x, location.y, location.x - velocity.x, location.y - velocity.y, color);
// effects.leds[XY(location.x, location.y)] += color;
effects.drawBackgroundFastLEDPixelCRGB(location.x, location.y, color);
if (applyWind) {
boid->applyForce(wind);
applyWind = false;
}
}
if (predatorPresent) {
predator.run(boids, boidCount);
predator.wrapAroundBorders();
color = effects.ColorFromCurrentPalette(hue + 128);
PVector location = predator.location;
// PVector velocity = predator.velocity;
// backgroundLayer.drawLine(location.x, location.y, location.x - velocity.x, location.y - velocity.y, color);
// effects.leds[XY(location.x, location.y)] += color;
effects.drawBackgroundFastLEDPixelCRGB(location.x, location.y, color);
}
EVERY_N_MILLIS(200) {
hue++;
}
EVERY_N_SECONDS(30) {
predatorPresent = !predatorPresent;
}
return 0;
}
};
#endif