I did it using Geomerative. Now I am looking to revert the desired vector so that the agents turn around smoothly in the opposite direction when they are outside the boundary rather than simply becoming instantly reversed.
import geomerative.*;
RShape shape;
RShape rect;
Flock flock;
void setup() {
size(640, 888, P2D);
RG.init(this);
RG.setPolygonizer(RG.ADAPTATIVE);
flock = new Flock();
// Add an initial set of boids into the system
for (int i = 0; i < 50; i++) {
Boid b = new Boid(width/2, height/2);
flock.addBoid(b);
}
}
void draw() {
background(255);
flock.run();
flock.respectBounds();
// Instructions
fill(0);
text("Drag the mouse to generate new boids.", 10, height-16);
}
class Flock {
ArrayList<Boid> boids; // An ArrayList for all the boids
Flock() {
boids = new ArrayList<Boid>(); // Initialize the ArrayList
}
void run() {
for (Boid b : boids) {
b.run(boids); // Passing the entire list of boids to each boid individually
}
}
void addBoid(Boid b) {
boids.add(b);
}
void respectBounds() {
noFill();
RShape wave = new RShape();
wave.addMoveTo(50, 100);
wave.addLineTo(300, 100);
wave.addLineTo(555, 600);
wave.addLineTo(200, 700);
wave.addLineTo(50, 100);
wave.draw();
for (Boid b : boids) {
if (wave.contains(b.position.x, b.position.y) == false) {
b.velocity.mult(-1); //= new PVector(random(width), random(height));
}
}
}
}
class Boid {
PVector position;
PVector velocity;
PVector acceleration;
float r;
float maxforce; // Maximum steering force
float maxspeed; // Maximum speed
Boid(float x, float y) {
acceleration = new PVector(0, 0);
velocity = new PVector(random(-1, 1), random(-1, 1));
position = new PVector(x, y);
r = 3.0;
maxspeed = 3;
maxforce = 0.05;
}
void run(ArrayList<Boid> boids) {
flock(boids);
update();
borders();
render();
}
void applyForce(PVector force) {
// We could add mass here if we want A = F / M
acceleration.add(force);
}
// We accumulate a new acceleration each time based on three rules
void flock(ArrayList<Boid> boids) {
PVector sep = separate(boids); // Separation
PVector ali = align(boids); // Alignment
PVector coh = cohesion(boids); // Cohesion
// Arbitrarily weight these forces
sep.mult(map(mouseX, 0, 640, 0, 4));
ali.mult(1.0);
coh.mult(map(mouseY, 0, 888, 0, 4));
// Add the force vectors to acceleration
applyForce(sep);
applyForce(ali);
applyForce(coh);
}
// Method to update position
void update() {
// Update velocity
velocity.add(acceleration);
// Limit speed
velocity.limit(maxspeed);
position.add(velocity);
// Reset accelertion to 0 each cycle
acceleration.mult(0);
}
// A method that calculates and applies a steering force towards a target
// STEER = DESIRED MINUS VELOCITY
PVector seek(PVector target) {
PVector desired = PVector.sub(target, position); // A vector pointing from the position to the target
// Normalize desired and scale to maximum speed
desired.normalize();
desired.mult(maxspeed);
// Steering = Desired minus Velocity
desired.sub(velocity); //elimine steer. en lugar queda desired. uso un vector menos!
desired.limit(maxforce); // Limit to maximum steering force
return desired;
}
void render() {
// Draw a triangle rotated in the direction of velocity
float theta = velocity.heading() + radians(90);
fill(175);
stroke(0);
pushMatrix();
translate(position.x, position.y);
rotate(theta);
rect(-3*r, 2*r, r, r); //he aca un gridsito pegado al triangulo que apunta a donde el monstruo quiere
rect(-2*r, 2*r, r, r); // el cual sera optado como indicador del fenotipo visual del animalin.
rect(-1*r, 2*r, r, r);
rect(0*r, 2*r, r, r);
rect(1*r, 2*r, r, r);
rect(2*r, 2*r, r, r);
rect(-3*r, 3*r, r, r);
rect(-2*r, 3*r, r, r);
rect(-1*r, 3*r, r, r);
rect(0*r, 3*r, r, r);
rect(1*r, 3*r, r, r);
rect(2*r, 3*r, r, r);
rect(-3*r, 4*r, r, r);
rect(-2*r, 4*r, r, r);
rect(-1*r, 4*r, r, r);
rect(0*r, 4*r, r, r);
rect(1*r, 4*r, r, r);
rect(2*r, 4*r, r, r);
popMatrix();
}
// Wraparound
void borders() {
if (position.x < -r) position.x = width+r;
if (position.y < -r) position.y = height+r;
if (position.x > width+r) position.x = -r;
if (position.y > height+r) position.y = -r;
}
// Separation
// Method checks for nearby boids and steers away
PVector separate (ArrayList<Boid> boids) {
float desiredseparation = 25.0f;
PVector desired = new PVector(0, 0, 0);
int count = 0;
// For every boid in the system, check if it's too close
for (Boid other : boids) {
float d = PVector.dist(position, other.position);
// 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(position, other.position);
diff.normalize();
diff.div(d); // Weight by distance
desired.add(diff);
count++; // Keep track of how many
}
}
// Average -- divide by how many
if (count > 0) {
desired.div((float)count);
}
// As long as the vector is greater than 0
if (desired.mag() > 0) {
// Implement Reynolds: Steering = Desired - Velocity
desired.normalize();
desired.mult(maxspeed);
desired.sub(velocity);
desired.limit(maxforce);
}
return desired;
}
// Alignment
// For every nearby boid in the system, calculate the average velocity
PVector align (ArrayList<Boid> boids) {
float neighbordist = 50;
PVector sum = new PVector(0, 0);
int count = 0;
for (Boid other : boids) {
float d = PVector.dist(position, other.position);
if ((d > 0) && (d < neighbordist)) {
sum.add(other.velocity);
count++;
}
}
if (count > 0) {
sum.div((float)count);
sum.normalize();
sum.mult(maxspeed);
PVector desired = PVector.sub(sum, velocity);
desired.limit(maxforce);
return desired;
} else {
return new PVector(0, 0);
}
}
// Cohesion
// For the average position (i.e. center) of all nearby boids, calculate steering vector towards that position
PVector cohesion (ArrayList<Boid> boids) {
float neighbordist = 50;
PVector sum = new PVector(0, 0); // Start with empty vector to accumulate all positions
int count = 0;
for (Boid other : boids) {
float d = PVector.dist(position, other.position);
if ((d > 0) && (d < neighbordist)) {
sum.add(other.position); // Add position
count++;
}
}
if (count > 0) {
sum.div(count);
return seek(sum); // Steer towards the position
} else {
return new PVector(0, 0);
}
}
}