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/* .

burningheart */
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Copyright by Kesson Dalef (Giovanni Muzio)


Creative Commons: Attribution NonCommercial license
mail: kessoning@gmail.com
YouTube: http://www.youtube.com/user/complexPolimorphic
Vimeo: http://vimeo.com/kessondalef
Behance: http://www.behance.com/kessondalef
web: www.kessondalef.com
Github: https://github.com/KessonDalef

// release date: April 2016


// Based on examples in Nature of Code by Daniel Shiffman
// A list of vehicles
ArrayList<Vehicle> vehicles;
void setup() {
size(1000, 1000);
smooth();
// We are now making random vehicles and storing them in an ArrayList
vehicles = new ArrayList<Vehicle>();
background(0);
for (int i = 0; i < 50; i++) {
float angle = map(i, 0, 50, 0, TWO_PI);
vehicles.add(new Vehicle((cos(angle)*(width/5))+width/2, (sin(angle)*(width/
5))+height/2));
}
}
void draw() {
//background(0);
fill(0, 20);
rect(0, 0, width, height);
if (vehicles.size() < 5000) {
for (int i = 0; i < 50; i++) {
float angle = map(i, 0, 50, 0, TWO_PI);
vehicles.add(new Vehicle((cos(angle)*(width/5))+width/2, (sin(angle)*(widt
h/5))+height/2));
}
}
for (Vehicle v : vehicles) {
// Path following and separation are worked on in this function
v.separate(vehicles);
// Call the generic run method (update, borders, display, etc.)
v.update();
//v.borders();
//v.display();
for (Vehicle vv : vehicles) {

if (dist(v.xpos(), v.ypos(), vv.xpos(), vv.ypos()) < width/20) {


stroke(255, map(dist(v.xpos(), v.ypos(), vv.xpos(), vv.ypos()), 0, width
/20, 5, 0));
line(v.xpos(), v.ypos(), vv.xpos(), vv.ypos());
}
}
}
for (int i = 0; i < vehicles.size (); i++) {
Vehicle v = vehicles.get(i);
if (v.isAlive == false) {
vehicles.remove(i);
}
}
}
// Separation
// Daniel Shiffman <http://www.shiffman.net>
// The Nature of Code, 2011
// Vehicle class
class Vehicle {
// All the usual stuff
PVector location;
PVector velocity;
PVector acceleration;
float r;
float maxforce;
// Maximum steering force
float maxspeed;
// Maximum speed
float life = 255;
boolean isAlive = true;
// Constructor initialize all values
Vehicle(float x, float y) {
location = new PVector(x, y);
r = 12*4;
maxspeed = 3;
maxforce = 0.2;
acceleration = new PVector(0, 0);
velocity = new PVector(0, 0);
}
void applyForce(PVector force) {
// We could add mass here if we want A = F / M
acceleration.add(force);
}
// Separation
// Method checks for nearby vehicles and steers away
void separate (ArrayList<Vehicle> vehicles) {
float desiredseparation = r*2;
PVector sum = new PVector();
int count = 0;
// For every boid in the system, check if it's too close
for (Vehicle other : vehicles) {
float d = PVector.dist(location, 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 = PVector.sub(location, other.location);
diff.normalize();
diff.div(d);
// Weight by distance
sum.add(diff);
count++;
// Keep track of how many
}
}
// Average -- divide by how many
if (count > 0) {
sum.div(count);
// Our desired vector is the average scaled to maximum speed
sum.normalize();
sum.mult(maxspeed);
// Implement Reynolds: Steering = Desired - Velocity
PVector steer = PVector.sub(sum, velocity);
steer.limit(maxforce);
applyForce(steer);
}
}

// Method to update location


void update() {
// Update velocity
velocity.add(acceleration);
// Limit speed
velocity.limit(maxspeed);
location.add(velocity);
// Reset accelertion to 0 each cycle
acceleration.mult(0);
life -= 1;
if (life < 0) {
isAlive = false;
}
}
void display() {
fill(255);
stroke(0);
noStroke();
pushMatrix();
translate(location.x, location.y);
ellipse(0, 0, r, r);
popMatrix();
}
// Wraparound
void borders() {
if (location.x
if (location.y
if (location.x
if (location.y
}

<
<
>
>

-r) location.x = width+r;


-r) location.y = height+r;
width+r) location.x = -r;
height+r) location.y = -r;

float xpos() {
return location.x;
}

float ypos() {
return location.y;
}
}