/* * 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 // 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 { private: unsigned long last_update_hue_ms = 0; unsigned long last_update_predator_ms = 0; 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[XY16(location.x, location.y)] += color; effects.setPixel(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[XY16(location.x, location.y)] += color; effects.setPixel(location.x, location.y, color); } if (millis() - last_update_hue_ms > 200) { last_update_hue_ms = millis(); hue++; } if (millis() - last_update_predator_ms > 30000) { last_update_predator_ms = millis(); predatorPresent = !predatorPresent; } return 0; } }; #endif