132 lines
4.2 KiB
C++
132 lines
4.2 KiB
C++
/*
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* Aurora: https://github.com/pixelmatix/aurora
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* Copyright (c) 2014 Jason Coon
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*
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* Portions of this code are adapted from "Flocking" in "The Nature of Code" by Daniel Shiffman: http://natureofcode.com/
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* Copyright (c) 2014 Daniel Shiffman
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* http://www.shiffman.net
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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// Flocking
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// Daniel Shiffman <http://www.shiffman.net>
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// The Nature of Code, Spring 2009
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// Demonstration of Craig Reynolds' "Flocking" behavior
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// See: http://www.red3d.com/cwr/
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// Rules: Cohesion, Separation, Alignment
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#ifndef PatternFlock_H
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#define PatternFlock_H
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class PatternFlock : public Drawable {
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private:
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unsigned long last_update_hue_ms = 0;
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unsigned long last_update_predator_ms = 0;
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public:
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PatternFlock() {
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name = (char *)"Flock";
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}
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static const int boidCount = 10;
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Boid predator;
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PVector wind;
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byte hue = 0;
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bool predatorPresent = true;
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void start() {
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for (int i = 0; i < boidCount; i++) {
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boids[i] = Boid(15, 15);
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boids[i].maxspeed = 0.380;
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boids[i].maxforce = 0.015;
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}
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predatorPresent = random(0, 2) >= 1;
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if (predatorPresent) {
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predator = Boid(31, 31);
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predatorPresent = true;
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predator.maxspeed = 0.385;
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predator.maxforce = 0.020;
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predator.neighbordist = 16.0;
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predator.desiredseparation = 0.0;
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}
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}
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unsigned int drawFrame() {
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effects.DimAll(230); effects.ShowFrame();
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bool applyWind = random(0, 255) > 250;
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if (applyWind) {
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wind.x = Boid::randomf() * .015;
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wind.y = Boid::randomf() * .015;
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}
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CRGB color = effects.ColorFromCurrentPalette(hue);
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for (int i = 0; i < boidCount; i++) {
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Boid * boid = &boids[i];
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if (predatorPresent) {
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// flee from predator
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boid->repelForce(predator.location, 10);
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}
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boid->run(boids, boidCount);
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boid->wrapAroundBorders();
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PVector location = boid->location;
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// PVector velocity = boid->velocity;
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// backgroundLayer.drawLine(location.x, location.y, location.x - velocity.x, location.y - velocity.y, color);
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// effects.leds[XY16(location.x, location.y)] += color;
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effects.setPixel(location.x, location.y, color);
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if (applyWind) {
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boid->applyForce(wind);
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applyWind = false;
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}
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}
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if (predatorPresent) {
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predator.run(boids, boidCount);
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predator.wrapAroundBorders();
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color = effects.ColorFromCurrentPalette(hue + 128);
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PVector location = predator.location;
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// PVector velocity = predator.velocity;
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// backgroundLayer.drawLine(location.x, location.y, location.x - velocity.x, location.y - velocity.y, color);
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// effects.leds[XY16(location.x, location.y)] += color;
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effects.setPixel(location.x, location.y, color);
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}
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if (millis() - last_update_hue_ms > 200) {
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last_update_hue_ms = millis();
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hue++;
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}
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if (millis() - last_update_predator_ms > 30000) {
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last_update_predator_ms = millis();
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predatorPresent = !predatorPresent;
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}
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return 0;
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}
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};
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#endif
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