/* * Aurora: https://github.com/pixelmatix/aurora * Copyright (c) 2014 Jason Coon * * Portions of this code are adapted from "Attractor" 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. */ #include "Vector.h" class Attractor { public: float mass; // Mass, tied to size float G; // Gravitational Constant PVector location; // Location Attractor() { location = PVector(MATRIX_CENTRE_X, MATRIX_CENTRE_Y); mass = 10; G = .5; } PVector attract(Boid m) { PVector force = location - m.location; // Calculate direction of force float d = force.mag(); // Distance between objects d = constrain(d, 5.0, 32.0); // Limiting the distance to eliminate "extreme" results for very close or very far objects force.normalize(); // Normalize vector (distance doesn't matter here, we just want this vector for direction) float strength = (G * mass * m.mass) / (d * d); // Calculate gravitional force magnitude force *= strength; // Get force vector --> magnitude * direction return force; } };