/* * 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 // The Nature of Code, Spring 2009 // Boid class // Methods for Separation, Cohesion, Alignment added class Boid { public: PVector location; PVector velocity; PVector acceleration; float maxforce; // Maximum steering force float maxspeed; // Maximum speed float desiredseparation = 4; float neighbordist = 8; byte colorIndex = 0; float mass; boolean enabled = true; Boid() {} Boid(float x, float y) { acceleration = PVector(0, 0); velocity = PVector(randomf(), randomf()); location = PVector(x, y); maxspeed = 1.5; maxforce = 0.05; } static float randomf() { return mapfloat(random(0, 255), 0, 255, -.5, .5); } static float mapfloat(float x, float in_min, float in_max, float out_min, float out_max) { return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min; } void run(Boid boids [], uint8_t boidCount) { flock(boids, boidCount); update(); // wrapAroundBorders(); // render(); } // Method to update location void update() { // Update velocity velocity += acceleration; // Limit speed velocity.limit(maxspeed); location += velocity; // Reset acceleration to 0 each cycle acceleration *= 0; } void applyForce(PVector force) { // We could add mass here if we want A = F / M acceleration += force; } void repelForce(PVector obstacle, float radius) { //Force that drives boid away from obstacle. PVector futPos = location + velocity; //Calculate future position for more effective behavior. PVector dist = obstacle - futPos; float d = dist.mag(); if (d <= radius) { PVector repelVec = location - obstacle; repelVec.normalize(); if (d != 0) { //Don't divide by zero. // float scale = 1.0 / d; //The closer to the obstacle, the stronger the force. repelVec.normalize(); repelVec *= (maxforce * 7); if (repelVec.mag() < 0) { //Don't let the boids turn around to avoid the obstacle. repelVec.y = 0; } } applyForce(repelVec); } } // We accumulate a new acceleration each time based on three rules void flock(Boid boids [], uint8_t boidCount) { PVector sep = separate(boids, boidCount); // Separation PVector ali = align(boids, boidCount); // Alignment PVector coh = cohesion(boids, boidCount); // Cohesion // Arbitrarily weight these forces sep *= 1.5; ali *= 1.0; coh *= 1.0; // Add the force vectors to acceleration applyForce(sep); applyForce(ali); applyForce(coh); } // Separation // Method checks for nearby boids and steers away PVector separate(Boid boids [], uint8_t boidCount) { PVector steer = PVector(0, 0); int count = 0; // For every boid in the system, check if it's too close for (int i = 0; i < boidCount; i++) { Boid other = boids[i]; if (!other.enabled) continue; float d = location.dist(other.location); // 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 = location - other.location; diff.normalize(); diff /= d; // Weight by distance steer += diff; count++; // Keep track of how many } } // Average -- divide by how many if (count > 0) { steer /= (float) count; } // As long as the vector is greater than 0 if (steer.mag() > 0) { // Implement Reynolds: Steering = Desired - Velocity steer.normalize(); steer *= maxspeed; steer -= velocity; steer.limit(maxforce); } return steer; } // Alignment // For every nearby boid in the system, calculate the average velocity PVector align(Boid boids [], uint8_t boidCount) { PVector sum = PVector(0, 0); int count = 0; for (int i = 0; i < boidCount; i++) { Boid other = boids[i]; if (!other.enabled) continue; float d = location.dist(other.location); if ((d > 0) && (d < neighbordist)) { sum += other.velocity; count++; } } if (count > 0) { sum /= (float) count; sum.normalize(); sum *= maxspeed; PVector steer = sum - velocity; steer.limit(maxforce); return steer; } else { return PVector(0, 0); } } // Cohesion // For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location PVector cohesion(Boid boids [], uint8_t boidCount) { PVector sum = PVector(0, 0); // Start with empty vector to accumulate all locations int count = 0; for (int i = 0; i < boidCount; i++) { Boid other = boids[i]; if (!other.enabled) continue; float d = location.dist(other.location); if ((d > 0) && (d < neighbordist)) { sum += other.location; // Add location count++; } } if (count > 0) { sum /= count; return seek(sum); // Steer towards the location } else { return PVector(0, 0); } } // A method that calculates and applies a steering force towards a target // STEER = DESIRED MINUS VELOCITY PVector seek(PVector target) { PVector desired = target - location; // A vector pointing from the location to the target // Normalize desired and scale to maximum speed desired.normalize(); desired *= maxspeed; // Steering = Desired minus Velocity PVector steer = desired - velocity; steer.limit(maxforce); // Limit to maximum steering force return steer; } // A method that calculates a steering force towards a target // STEER = DESIRED MINUS VELOCITY void arrive(PVector target) { PVector desired = target - location; // A vector pointing from the location to the target float d = desired.mag(); // Normalize desired and scale with arbitrary damping within 100 pixels desired.normalize(); if (d < 4) { float m = map(d, 0, 100, 0, maxspeed); desired *= m; } else { desired *= maxspeed; } // Steering = Desired minus Velocity PVector steer = desired - velocity; steer.limit(maxforce); // Limit to maximum steering force applyForce(steer); //Serial.println(d); } void wrapAroundBorders() { if (location.x < 0) location.x = MATRIX_WIDTH - 1; if (location.y < 0) location.y = MATRIX_HEIGHT - 1; if (location.x >= MATRIX_WIDTH) location.x = 0; if (location.y >= MATRIX_HEIGHT) location.y = 0; } void avoidBorders() { PVector desired = velocity; if (location.x < 8) desired = PVector(maxspeed, velocity.y); if (location.x >= MATRIX_WIDTH - 8) desired = PVector(-maxspeed, velocity.y); if (location.y < 8) desired = PVector(velocity.x, maxspeed); if (location.y >= MATRIX_HEIGHT - 8) desired = PVector(velocity.x, -maxspeed); if (desired != velocity) { PVector steer = desired - velocity; steer.limit(maxforce); applyForce(steer); } if (location.x < 0) location.x = 0; if (location.y < 0) location.y = 0; if (location.x >= MATRIX_WIDTH) location.x = MATRIX_WIDTH - 1; if (location.y >= MATRIX_HEIGHT) location.y = MATRIX_HEIGHT - 1; } bool bounceOffBorders(float bounce) { bool bounced = false; if (location.x >= MATRIX_WIDTH) { location.x = MATRIX_WIDTH - 1; velocity.x *= -bounce; bounced = true; } else if (location.x < 0) { location.x = 0; velocity.x *= -bounce; bounced = true; } if (location.y >= MATRIX_HEIGHT) { location.y = MATRIX_HEIGHT - 1; velocity.y *= -bounce; bounced = true; } else if (location.y < 0) { location.y = 0; velocity.y *= -bounce; bounced = true; } return bounced; } void render() { //// Draw a triangle rotated in the direction of velocity //float theta = velocity.heading2D() + radians(90); //fill(175); //stroke(0); //pushMatrix(); //translate(location.x,location.y); //rotate(theta); //beginShape(TRIANGLES); //vertex(0, -r*2); //vertex(-r, r*2); //vertex(r, r*2); //endShape(); //popMatrix(); //dma_display->drawBackgroundPixelRGB888(location.x, location.y, CRGB::Blue); } }; static const uint8_t AVAILABLE_BOID_COUNT = 40; Boid boids[AVAILABLE_BOID_COUNT];