Initial Commit
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// The Boid class
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class Boid {
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PVector position;
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PVector velocity;
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PVector acceleration;
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float r;
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float maxforce; // Maximum steering force
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float maxspeed; // Maximum speed
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Boid(float x, float y) {
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acceleration = new PVector(0, 0);
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// This is a new PVector method not yet implemented in JS
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// velocity = PVector.random2D();
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// Leaving the code temporarily this way so that this example runs in JS
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float angle = random(TWO_PI);
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velocity = new PVector(cos(angle), sin(angle));
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position = new PVector(x, y);
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r = 2.0;
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maxspeed = 2;
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maxforce = 0.03;
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}
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void run(ArrayList<Boid> boids) {
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flock(boids);
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update();
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borders();
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render();
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}
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void applyForce(PVector force) {
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// We could add mass here if we want A = F / M
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acceleration.add(force);
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}
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// We accumulate a new acceleration each time based on three rules
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void flock(ArrayList<Boid> boids) {
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PVector sep = separate(boids); // Separation
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PVector ali = align(boids); // Alignment
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PVector coh = cohesion(boids); // Cohesion
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// Arbitrarily weight these forces
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sep.mult(1.5);
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ali.mult(1.0);
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coh.mult(1.0);
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// Add the force vectors to acceleration
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applyForce(sep);
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applyForce(ali);
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applyForce(coh);
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}
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// Method to update position
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void update() {
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// Update velocity
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velocity.add(acceleration);
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// Limit speed
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velocity.limit(maxspeed);
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position.add(velocity);
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// Reset accelertion to 0 each cycle
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acceleration.mult(0);
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}
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// A method that calculates and applies a steering force towards a target
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// STEER = DESIRED MINUS VELOCITY
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PVector seek(PVector target) {
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PVector desired = PVector.sub(target, position); // A vector pointing from the position to the target
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// Scale to maximum speed
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desired.normalize();
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desired.mult(maxspeed);
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// Above two lines of code below could be condensed with new PVector setMag() method
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// Not using this method until Processing.js catches up
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// desired.setMag(maxspeed);
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// Steering = Desired minus Velocity
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PVector steer = PVector.sub(desired, velocity);
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steer.limit(maxforce); // Limit to maximum steering force
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return steer;
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}
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void render() {
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// Draw a triangle rotated in the direction of velocity
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float theta = velocity.heading2D() + radians(90);
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// heading2D() above is now heading() but leaving old syntax until Processing.js catches up
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fill(200, 100);
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stroke(255);
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pushMatrix();
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translate(position.x, position.y);
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rotate(theta);
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beginShape(TRIANGLES);
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vertex(0, -r*2);
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vertex(-r, r*2);
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vertex(r, r*2);
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endShape();
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popMatrix();
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}
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// Wraparound
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void borders() {
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if (position.x < -r) position.x = width+r;
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if (position.y < -r) position.y = height+r;
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if (position.x > width+r) position.x = -r;
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if (position.y > height+r) position.y = -r;
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}
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// Separation
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// Method checks for nearby boids and steers away
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PVector separate (ArrayList<Boid> boids) {
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float desiredseparation = 25.0f;
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PVector steer = new PVector(0, 0, 0);
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int count = 0;
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// For every boid in the system, check if it's too close
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for (Boid other : boids) {
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float d = PVector.dist(position, other.position);
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// If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
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if ((d > 0) && (d < desiredseparation)) {
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// Calculate vector pointing away from neighbor
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PVector diff = PVector.sub(position, other.position);
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diff.normalize();
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diff.div(d); // Weight by distance
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steer.add(diff);
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count++; // Keep track of how many
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}
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}
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// Average -- divide by how many
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if (count > 0) {
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steer.div((float)count);
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}
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// As long as the vector is greater than 0
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if (steer.mag() > 0) {
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// First two lines of code below could be condensed with new PVector setMag() method
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// Not using this method until Processing.js catches up
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// steer.setMag(maxspeed);
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// Implement Reynolds: Steering = Desired - Velocity
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steer.normalize();
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steer.mult(maxspeed);
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steer.sub(velocity);
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steer.limit(maxforce);
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}
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return steer;
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}
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// Alignment
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// For every nearby boid in the system, calculate the average velocity
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PVector align (ArrayList<Boid> boids) {
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float neighbordist = 50;
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PVector sum = new PVector(0, 0);
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int count = 0;
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for (Boid other : boids) {
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float d = PVector.dist(position, other.position);
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if ((d > 0) && (d < neighbordist)) {
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sum.add(other.velocity);
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count++;
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}
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}
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if (count > 0) {
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sum.div((float)count);
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// First two lines of code below could be condensed with new PVector setMag() method
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// Not using this method until Processing.js catches up
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// sum.setMag(maxspeed);
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// Implement Reynolds: Steering = Desired - Velocity
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sum.normalize();
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sum.mult(maxspeed);
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PVector steer = PVector.sub(sum, velocity);
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steer.limit(maxforce);
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return steer;
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}
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else {
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return new PVector(0, 0);
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}
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}
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// Cohesion
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// For the average position (i.e. center) of all nearby boids, calculate steering vector towards that position
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PVector cohesion (ArrayList<Boid> boids) {
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float neighbordist = 50;
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PVector sum = new PVector(0, 0); // Start with empty vector to accumulate all positions
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int count = 0;
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for (Boid other : boids) {
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float d = PVector.dist(position, other.position);
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if ((d > 0) && (d < neighbordist)) {
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sum.add(other.position); // Add position
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count++;
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}
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}
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if (count > 0) {
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sum.div(count);
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return seek(sum); // Steer towards the position
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}
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else {
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return new PVector(0, 0);
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}
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}
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}
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@@ -0,0 +1,21 @@
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// The Flock (a list of Boid objects)
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class Flock {
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ArrayList<Boid> boids; // An ArrayList for all the boids
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Flock() {
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boids = new ArrayList<Boid>(); // Initialize the ArrayList
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}
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void run() {
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for (Boid b : boids) {
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b.run(boids); // Passing the entire list of boids to each boid individually
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}
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}
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void addBoid(Boid b) {
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boids.add(b);
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}
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}
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@@ -0,0 +1,31 @@
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/**
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* Flocking
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* by Daniel Shiffman.
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*
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* An implementation of Craig Reynold's Boids program to simulate
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* the flocking behavior of birds. Each boid steers itself based on
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* rules of avoidance, alignment, and coherence.
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*
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* Click the mouse to add a new boid.
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*/
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Flock flock;
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void setup() {
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size(640, 360);
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flock = new Flock();
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// Add an initial set of boids into the system
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for (int i = 0; i < 150; i++) {
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flock.addBoid(new Boid(width/2,height/2));
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}
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}
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void draw() {
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background(50);
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flock.run();
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}
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// Add a new boid into the System
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void mousePressed() {
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flock.addBoid(new Boid(mouseX,mouseY));
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}
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