1 | paper.setup(new Canvas(1024, 768));
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2 |
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3 | // Adapted from Flocking Processing example by Daniel Schiffman:
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4 | // http://processing.org/learning/topics/flocking.html
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5 |
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6 | project.currentStyle = {
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7 | strokeColor: 'white',
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8 | strokeWidth: 2,
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9 | strokeCap: 'round'
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10 | };
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11 |
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12 | new Path.Rectangle(view.bounds).fillColor = 'black';
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13 |
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14 | var head = new Path.Ellipse([0, 0], [13, 8]);
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15 | head.fillColor = 'white';
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16 | head.strokeColor = null;
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17 | var headSymbol = new Symbol(head);
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18 |
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19 | var size = view.size;
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20 |
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21 | var Boid = Base.extend({
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22 | initialize: function(position, maxSpeed, maxForce) {
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23 | var strength = Math.random() * 0.5;
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24 | this.acc = new Point(0, 0);
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25 | this.vel = Point.random() * 2 - 1;
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26 | this.loc = position.clone();
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27 | this.r = 30;
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28 | this.maxSpeed = maxSpeed + strength;
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29 | this.maxForce = maxForce + strength;
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30 | this.head = headSymbol.place();
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31 | this.path = new Path();
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32 | this.shortPath = new Path();
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33 | this.shortPath.strokeWidth = 4;
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34 | for (var i = 0, l = strength * 10 + 10; i < l; i++) {
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35 | this.path.add(this.loc);
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36 | if (i < 3)
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37 | this.shortPath.add(this.loc);
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38 | }
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39 |
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40 | this.firstSegment = this.path.segments[0];
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41 | this.count = 0;
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42 | this.lastRot = 0;
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43 | },
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44 |
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45 | run: function(boids) {
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46 | this.lastLoc = this.loc.clone();
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47 | if (!groupTogether) {
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48 | this.flock(boids);
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49 | } else {
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50 | this.align(boids);
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51 | }
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52 | this.borders();
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53 |
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54 | this.update();
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55 | this.firstSegment.point = this.loc;
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56 | var lastPoint = this.firstSegment.point;
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57 | var lastVector = this.loc - this.lastLoc;
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58 | var segments = this.path.segments;
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59 | for (var i = 1, l = segments.length; i < l; i++) {
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60 | var segment = segments[i];
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61 | var vector = lastPoint - segment.point;
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62 | this.count += this.vel.length * 10;
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63 | var rotLength = Math.sin((this.count + i * 3) / 300);
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64 | var rotated = lastVector.rotate(90).normalize(rotLength);
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65 | lastPoint += lastVector.normalize(-5 - this.vel.length / 3);
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66 | segment.point = lastPoint;
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67 | segment.point += rotated;
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68 | lastVector = vector;
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69 | }
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70 | this.path.smooth();
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71 | this.head.position = this.loc;
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72 | var vector = this.loc - this.lastLoc;
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73 | var rot = vector.angle;
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74 | this.head.rotate(rot - this.lastRot);
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75 | this.lastRot = rot;
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76 |
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77 | var shortSegments = this.shortPath.segments;
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78 | for (var i = 0; i < 3; i++)
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79 | shortSegments[i] = segments[i].clone();
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80 | },
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81 |
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82 | // We accumulate a new acceleration each time based on three rules
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83 | flock: function(boids) {
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84 | var sep = this.separate(boids) * 3;
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85 | var ali = this.align(boids);
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86 | var coh = this.cohesion(boids);
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87 | this.acc += sep + ali + coh;
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88 | },
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89 |
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90 | update: function() {
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91 | // Update velocity
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92 | this.vel += this.acc;
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93 | // Limit speed (vector#limit?)
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94 | this.vel.length = Math.min(this.maxSpeed, this.vel.length);
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95 | this.loc += this.vel;
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96 | // Reset acceleration to 0 each cycle
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97 | this.acc.length = 0;
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98 | },
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99 |
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100 | seek: function(target) {
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101 | this.acc += this.steer(target, false);
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102 | },
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103 |
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104 | arrive: function(target) {
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105 | this.acc += this.steer(target, true);
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106 | },
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107 |
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108 | // A method that calculates a steering vector towards a target
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109 | // Takes a second argument, if true, it slows down as it approaches
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110 | // the target
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111 | steer: function(target, slowdown) {
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112 | var steer,
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113 | desired = target - this.loc,
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114 | d = desired.length;
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115 | if (d > 0) {
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116 | // Two options for desired vector magnitude
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117 | // (1 -- based on distance, 2 -- maxSpeed)
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118 | if (slowdown && d < 100) {
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119 | // // This damping is somewhat arbitrary:
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120 | desired.length = this.maxSpeed * (d / 100);
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121 | } else {
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122 | desired.length = this.maxSpeed;
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123 | }
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124 | steer = desired - this.vel;
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125 | steer.length = Math.min(this.maxForce, steer.length);
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126 | } else {
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127 | steer = new Point(0, 0);
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128 | }
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129 | return steer;
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130 | },
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131 |
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132 | borders: function() {
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133 | var loc = this.loc;
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134 | var r = this.r;
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135 | var oldLoc = this.loc.clone();
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136 | var width = size.width;
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137 | var height = size.height;
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138 | if (loc.x < -r) loc.x = width + r;
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139 | if (loc.y < -r) loc.y = height + r;
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140 | if (loc.x > width + r) loc.x = -r;
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141 | if (loc.y > height + r) loc.y = -r;
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142 | var vector = this.loc - oldLoc;
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143 | if (!vector.isZero())
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144 | this.path.position += vector;
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145 | },
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146 |
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147 | separate: function(boids) {
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148 | var desiredSeperation = 60;
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149 | var steer = new Point(0, 0);
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150 | var count = 0;
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151 | // For every boid in the system, check if it's too close
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152 | for (var i = 0, l = boids.length; i < l; i++) {
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153 | var other = boids[i];
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154 | var d = other.loc.getDistance(this.loc);
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155 | if (d > 0 && d < desiredSeperation) {
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156 | // Calculate vector pointing away from neighbor
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157 | var diff = this.loc - other.loc;
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158 | steer += diff.normalize(1 / d);
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159 | count++;
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160 | }
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161 | }
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162 | // Average -- divide by how many
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163 | if (count > 0)
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164 | steer /= count;
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165 | if (steer.length > 0) {
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166 | // Implement Reynolds: Steering = Desired - Velocity
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167 | steer.length = this.maxSpeed;
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168 | steer -= this.vel;
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169 | steer.length = Math.min(steer.length, this.maxForce);
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170 | }
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171 | return steer;
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172 | },
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173 |
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174 | // Alignment
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175 | // For every nearby boid in the system, calculate the average velocity
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176 | align: function(boids) {
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177 | var neighborDist = 25;
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178 | var steer = new Point(0, 0);
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179 | var count = 0;
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180 | var nearest = 999;
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181 | var closestPoint;
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182 | for (var i = 0, l = boids.length; i < l; i++) {
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183 | var other = boids[i];
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184 | var d = this.loc.getDistance(other.loc);
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185 | if (d > 0 && d < nearest) {
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186 | closestPoint = other.loc;
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187 | nearest = d;
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188 | }
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189 | if (d > 0 && d < neighborDist) {
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190 | steer += other.vel;
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191 | count++;
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192 | }
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193 | }
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194 |
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195 | if (count > 0)
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196 | steer /= count;
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197 | if (steer.length > 0) {
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198 | // Implement Reynolds: Steering = Desired - Velocity
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199 | steer.length = this.maxSpeed;
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200 | steer -= this.vel;
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201 | steer.length = Math.min(steer.length, this.maxForce);
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202 | }
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203 | return steer;
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204 | },
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205 |
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206 | // Cohesion
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207 | // For the average location (i.e. center) of all nearby boids,
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208 | // calculate steering vector towards that location
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209 | cohesion: function(boids) {
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210 | var neighborDist = 100;
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211 | var sum = new Point(0, 0);
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212 | var count = 0;
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213 | for (var i = 0, l = boids.length; i < l; i++) {
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214 | var other = boids[i];
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215 | var d = this.loc.getDistance(other.loc);
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216 | if (d > 0 && d < neighborDist) {
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217 | sum += other.loc; // Add location
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218 | count++;
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219 | }
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220 | }
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221 | if (count > 0) {
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222 | sum /= count;
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223 | // Steer towards the location
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224 | return this.steer(sum, false);
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225 | }
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226 | return sum;
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227 | }
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228 | });
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229 |
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230 | var heartPath = new Path([
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231 | [[514.6962890625, 624.703125], [7.0966796875, -26.3369140625], [-7.10205078125, -27.0244140625]],
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232 | [[484.29052734375, 548.6025390625], [13.16845703125, 23.7060546875], [-13.173828125, -23.70703125]],
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233 | [[407.84619140625, 438.14453125], [37.79296875, 49.935546875], [-27.71630859375, -36.6435546875]],
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234 | [[356.654296875, 368.400390625], [6.41015625, 9.8505859375], [-10.53759765625, -16.02978515625]],
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235 | [[333.80712890625, 324.25146484375], [4.69189453125, 13.3994140625], [-4.697265625, -13.39892578125]],
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236 | [[326.76416015625, 283.53857421875], [0, 13.74267578125], [0, -25.42431640625]],
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237 | [[352.18798828125, 219.634765625], [-16.95263671875, 17.17822265625], [16.94775390625, -17.1787109375]],
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238 | [[415.0615234375, 193.8671875], [-24.96826171875, 0], [25.19287109375, 0]],
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239 | [[480.68310546875, 220.66552734375], [-18.552734375, -17.86572265625], [13.96826171875, 13.28662109375]],
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240 | [[514.6962890625, 280.10302734375], [-8.70703125, -26.3369140625], [7.55859375, -25.88037109375]],
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241 | [[546.6484375, 221.0087890625], [-13.7431640625, 13.517578125], [19.0087890625, -18.32177734375]],
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242 | [[612.61328125, 193.5234375], [-24.9677734375, 0], [24.7373046875, 0]],
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243 | [[675.486328125, 219.119140625], [-17.177734375, -17.06005859375], [17.1787109375, 17.06591796875]],
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244 | [[701.2548828125, 280.10302734375], [0, -23.58837890625], [0, 20.61376953125]],
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245 | [[686.1376953125, 344.52197265625], [10.076171875, -22.33203125], [-10.08203125, 22.33203125]],
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246 | [[627.73046875, 432.3046875], [28.8603515625, -36.1875], [-37.5673828125, 47.412109375]],
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247 | [[545.6171875, 549.1171875], [17.1787109375, -30.458984375], [-13.517578125, 24.0498046875]]
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248 | ]);
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249 | heartPath.closed = true;
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250 | heartPath.position = view.center;
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251 | heartPath.strokeColor = null;
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252 | heartPath.scale(1.5);
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253 |
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254 | var groupTogether = false;
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255 | var pathLength = heartPath.length;
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256 | var mouseDown = false;
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257 | var boids = [];
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258 |
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259 | // Add the boids:
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260 | for (var i = 0; i < 300; i++) {
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261 | var position = view.center;
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262 | boids.push(new Boid(position, 10, 0.05));
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263 | }
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264 |
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265 | function onFrame(event) {
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266 | for (var i = 0, l = boids.length; i < l; i++) {
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267 | if (groupTogether) {
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268 | var length = ((i + event.count / 30) % l) / l * pathLength;
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269 | var point = heartPath.getPointAt(length);
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270 | boids[i].arrive(point);
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271 | }
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272 | boids[i].run(boids);
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273 | }
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274 | }
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275 |
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276 | // Reposition the heart path whenever the window is resized:
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277 | function onResize(event) {
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278 | size = view.size;
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279 | heartPath.position = view.center;
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280 | }
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