paper.js/examples/Node.js/Tadpoles.pjs
Jürg Lehni bc2729683c Core: Renamed Symbol and PlacedSymbol classes and properties.
- Symbol -> SymbolDefinition
- PlacedSymbol -> SymbolItem
- Symbol#definition -> SymbolDefinition#item
- PlacedSymbol#symbol -> SymbolItem#definition
- Deprecate Project#symbols

Closes #770
2016-01-31 16:52:51 +01:00

278 lines
8.2 KiB
Text

// Adapted from Flocking Processing example by Daniel Schiffman:
// http://processing.org/learning/topics/flocking.html
project.currentStyle = {
strokeColor: 'white',
strokeWidth: 2,
strokeCap: 'round'
};
new Path.Rectangle(view.bounds).fillColor = 'black';
var head = new Path.Ellipse([0, 0], [13, 8]);
head.fillColor = 'white';
head.strokeColor = null;
var headSymbol = new SymbolDefinition(head);
var size = view.size;
var Boid = Base.extend({
initialize: function(position, maxSpeed, maxForce) {
var strength = Math.random() * 0.5;
this.acc = new Point(0, 0);
this.vel = Point.random() * 2 - 1;
this.loc = position.clone();
this.r = 30;
this.maxSpeed = maxSpeed + strength;
this.maxForce = maxForce + strength;
this.head = headSymbol.place();
this.path = new Path();
this.shortPath = new Path();
this.shortPath.strokeWidth = 4;
for (var i = 0, l = strength * 10 + 10; i < l; i++) {
this.path.add(this.loc);
if (i < 3)
this.shortPath.add(this.loc);
}
this.firstSegment = this.path.segments[0];
this.count = 0;
this.lastRot = 0;
},
run: function(boids) {
this.lastLoc = this.loc.clone();
if (!groupTogether) {
this.flock(boids);
} else {
this.align(boids);
}
this.borders();
this.update();
this.firstSegment.point = this.loc;
var lastPoint = this.firstSegment.point;
var lastVector = this.loc - this.lastLoc;
var segments = this.path.segments;
for (var i = 1, l = segments.length; i < l; i++) {
var segment = segments[i];
var vector = lastPoint - segment.point;
this.count += this.vel.length * 10;
var rotLength = Math.sin((this.count + i * 3) / 300);
var rotated = lastVector.rotate(90).normalize(rotLength);
lastPoint += lastVector.normalize(-5 - this.vel.length / 3);
segment.point = lastPoint;
segment.point += rotated;
lastVector = vector;
}
this.path.smooth();
this.head.position = this.loc;
var vector = this.loc - this.lastLoc;
var rot = vector.angle;
this.head.rotate(rot - this.lastRot);
this.lastRot = rot;
var shortSegments = this.shortPath.segments;
for (var i = 0; i < 3; i++)
shortSegments[i] = segments[i].clone();
},
// We accumulate a new acceleration each time based on three rules
flock: function(boids) {
var sep = this.separate(boids) * 3;
var ali = this.align(boids);
var coh = this.cohesion(boids);
this.acc += sep + ali + coh;
},
update: function() {
// Update velocity
this.vel += this.acc;
// Limit speed (vector#limit?)
this.vel.length = Math.min(this.maxSpeed, this.vel.length);
this.loc += this.vel;
// Reset acceleration to 0 each cycle
this.acc.length = 0;
},
seek: function(target) {
this.acc += this.steer(target, false);
},
arrive: function(target) {
this.acc += this.steer(target, true);
},
// A method that calculates a steering vector towards a target
// Takes a second argument, if true, it slows down as it approaches
// the target
steer: function(target, slowdown) {
var steer,
desired = target - this.loc,
d = desired.length;
if (d > 0) {
// Two options for desired vector magnitude
// (1 -- based on distance, 2 -- maxSpeed)
if (slowdown && d < 100) {
// // This damping is somewhat arbitrary:
desired.length = this.maxSpeed * (d / 100);
} else {
desired.length = this.maxSpeed;
}
steer = desired - this.vel;
steer.length = Math.min(this.maxForce, steer.length);
} else {
steer = new Point(0, 0);
}
return steer;
},
borders: function() {
var loc = this.loc;
var r = this.r;
var oldLoc = this.loc.clone();
var width = size.width;
var height = size.height;
if (loc.x < -r) loc.x = width + r;
if (loc.y < -r) loc.y = height + r;
if (loc.x > width + r) loc.x = -r;
if (loc.y > height + r) loc.y = -r;
var vector = this.loc - oldLoc;
if (!vector.isZero())
this.path.position += vector;
},
separate: function(boids) {
var desiredSeperation = 60;
var steer = new Point(0, 0);
var count = 0;
// For every boid in the system, check if it's too close
for (var i = 0, l = boids.length; i < l; i++) {
var other = boids[i];
var d = other.loc.getDistance(this.loc);
if (d > 0 && d < desiredSeperation) {
// Calculate vector pointing away from neighbor
var diff = this.loc - other.loc;
steer += diff.normalize(1 / d);
count++;
}
}
// Average -- divide by how many
if (count > 0)
steer /= count;
if (steer.length > 0) {
// Implement Reynolds: Steering = Desired - Velocity
steer.length = this.maxSpeed;
steer -= this.vel;
steer.length = Math.min(steer.length, this.maxForce);
}
return steer;
},
// Alignment
// For every nearby boid in the system, calculate the average velocity
align: function(boids) {
var neighborDist = 25;
var steer = new Point(0, 0);
var count = 0;
var nearest = 999;
var closestPoint;
for (var i = 0, l = boids.length; i < l; i++) {
var other = boids[i];
var d = this.loc.getDistance(other.loc);
if (d > 0 && d < nearest) {
closestPoint = other.loc;
nearest = d;
}
if (d > 0 && d < neighborDist) {
steer += other.vel;
count++;
}
}
if (count > 0)
steer /= count;
if (steer.length > 0) {
// Implement Reynolds: Steering = Desired - Velocity
steer.length = this.maxSpeed;
steer -= this.vel;
steer.length = Math.min(steer.length, this.maxForce);
}
return steer;
},
// Cohesion
// For the average location (i.e. center) of all nearby boids,
// calculate steering vector towards that location
cohesion: function(boids) {
var neighborDist = 100;
var sum = new Point(0, 0);
var count = 0;
for (var i = 0, l = boids.length; i < l; i++) {
var other = boids[i];
var d = this.loc.getDistance(other.loc);
if (d > 0 && d < neighborDist) {
sum += other.loc; // Add location
count++;
}
}
if (count > 0) {
sum /= count;
// Steer towards the location
return this.steer(sum, false);
}
return sum;
}
});
var heartPath = new Path([
[[514.6962890625, 624.703125], [7.0966796875, -26.3369140625], [-7.10205078125, -27.0244140625]],
[[484.29052734375, 548.6025390625], [13.16845703125, 23.7060546875], [-13.173828125, -23.70703125]],
[[407.84619140625, 438.14453125], [37.79296875, 49.935546875], [-27.71630859375, -36.6435546875]],
[[356.654296875, 368.400390625], [6.41015625, 9.8505859375], [-10.53759765625, -16.02978515625]],
[[333.80712890625, 324.25146484375], [4.69189453125, 13.3994140625], [-4.697265625, -13.39892578125]],
[[326.76416015625, 283.53857421875], [0, 13.74267578125], [0, -25.42431640625]],
[[352.18798828125, 219.634765625], [-16.95263671875, 17.17822265625], [16.94775390625, -17.1787109375]],
[[415.0615234375, 193.8671875], [-24.96826171875, 0], [25.19287109375, 0]],
[[480.68310546875, 220.66552734375], [-18.552734375, -17.86572265625], [13.96826171875, 13.28662109375]],
[[514.6962890625, 280.10302734375], [-8.70703125, -26.3369140625], [7.55859375, -25.88037109375]],
[[546.6484375, 221.0087890625], [-13.7431640625, 13.517578125], [19.0087890625, -18.32177734375]],
[[612.61328125, 193.5234375], [-24.9677734375, 0], [24.7373046875, 0]],
[[675.486328125, 219.119140625], [-17.177734375, -17.06005859375], [17.1787109375, 17.06591796875]],
[[701.2548828125, 280.10302734375], [0, -23.58837890625], [0, 20.61376953125]],
[[686.1376953125, 344.52197265625], [10.076171875, -22.33203125], [-10.08203125, 22.33203125]],
[[627.73046875, 432.3046875], [28.8603515625, -36.1875], [-37.5673828125, 47.412109375]],
[[545.6171875, 549.1171875], [17.1787109375, -30.458984375], [-13.517578125, 24.0498046875]]
]);
heartPath.closed = true;
heartPath.position = view.center;
heartPath.strokeColor = null;
heartPath.scale(1.5);
var groupTogether = false;
var pathLength = heartPath.length;
var mouseDown = false;
var boids = [];
// Add the boids:
for (var i = 0; i < 300; i++) {
var position = view.center;
boids.push(new Boid(position, 10, 0.05));
}
function onFrame(event) {
for (var i = 0, l = boids.length; i < l; i++) {
if (groupTogether) {
var length = ((i + event.count / 30) % l) / l * pathLength;
var point = heartPath.getPointAt(length);
boids[i].arrive(point);
}
boids[i].run(boids);
}
}
// Reposition the heart path whenever the window is resized:
function onResize(event) {
size = view.size;
heartPath.position = view.center;
}