Add obstacles
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32411933cd
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cc3a719542
149
boids.mjs
149
boids.mjs
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@ -1,8 +1,52 @@
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import Vector from './vector.mjs';
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import {Vector} from './geometry.mjs';
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// Outline of the shape of a boid when angled at 0 rad
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const boidShape = [
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new Vector(1, 0),
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new Vector(-.5, .5),
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new Vector(-.5, -.5),
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new Vector(1, 0),
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];
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const boidShapeLength = boidShape.length;
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class Boid
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{
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constructor(params, center)
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{
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this.params = params;
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this.pos = center.clone();
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this.vel = new Vector(Math.random() - 0.5, Math.random() - 0.5);
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this.register = new Vector(0, 0);
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}
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draw(ctx)
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{
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const transformed = this.register;
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const angle = this.vel.angle();
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let isFirst = true;
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for (let j = 0; j < boidShapeLength; ++j)
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{
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transformed.x = boidShape[j].x;
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transformed.y = boidShape[j].y;
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transformed.rotate(angle).mul(this.params.radius).add(this.pos);
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if (isFirst)
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{
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ctx.moveTo(transformed.x, transformed.y);
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isFirst = false;
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}
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else
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{
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ctx.lineTo(transformed.x, transformed.y);
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}
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}
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}
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}
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class Boids
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{
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constructor(canvas, params = {})
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constructor(canvas, obstacles, params = {})
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{
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this.canvas = canvas;
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this.ctx = canvas.getContext('2d');
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@ -27,13 +71,18 @@ class Boids
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this.height = canvas.height;
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// Current center point of the canvas
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this.center = new Vector(canvas.width / 2, canvas.height / 2);
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this.center = null;
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// Last time where the canvas was repainted
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this.lastTime = null;
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// List of active simulated boids
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this.boids = [];
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this.boidsLength = 0;
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// List of obstacles
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this.obstacles = obstacles;
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this.obstaclesLength = this.obstacles.length;
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// Vector registers used for holding temporary values
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this.registers = [
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@ -46,14 +95,7 @@ class Boids
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// otherwise, null
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this.animationId = null;
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// Outline of the shape of a boid when angled at 0 rad
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this.boidShape = [
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new Vector(1, 0),
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new Vector(-.5, .5),
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new Vector(-.5, -.5),
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new Vector(1, 0),
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];
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this.boidShapeLength = this.boidShape.length;
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this._afterResize();
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}
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/** Change the canvas’ dimensions */
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@ -64,16 +106,22 @@ class Boids
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this.width = width;
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this.height = height;
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this.center = new Vector(width / 2, height / 2);
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this._afterResize();
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}
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_afterResize()
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{
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this.center = new Vector(this.width / 2, this.height / 2);
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this.ctx.resetTransform();
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this.ctx.translate(this.center.x, this.center.y);
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}
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/** Introduce a new boid in the simulation. */
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add(center)
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{
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this.boids.push({
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pos: center.clone(),
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vel: new Vector(Math.random() - 0.5, Math.random() - 0.5),
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});
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this.boids.push(new Boid(this.params, center));
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this.boidsLength += 1;
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}
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/** Start the simulation. */
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@ -125,9 +173,9 @@ class Boids
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*/
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_update(delta)
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{
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const length = this.boids.length;
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const boidsLength = this.boidsLength;
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for (let i = 0; i < length; ++i)
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for (let i = 0; i < boidsLength; ++i)
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{
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const me = this.boids[i];
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@ -137,7 +185,9 @@ class Boids
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let visibles = 0;
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for (let j = 0; j < length; ++j)
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// Compute mean flock position and velocity and compute
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// the repel force
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for (let j = 0; j < boidsLength; ++j)
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{
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if (i != j)
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{
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@ -188,6 +238,17 @@ class Boids
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.mul(this.params.matchAccel));
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}
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// Avoid obstacles
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for (let j = 0; j < this.obstaclesLength; ++j)
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{
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const obstacle = this.obstacles[j];
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if (obstacle.intersect(me.pos, this.params.radius))
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{
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me.vel.sub(obstacle.center).add(me.pos);
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}
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}
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// Do not surpass maximum speed
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const speed = me.vel.normSquared();
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@ -207,42 +268,32 @@ class Boids
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*/
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_draw()
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{
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const length = this.boids.length;
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const transformed = this.registers[0];
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const boidsLength = this.boidsLength;
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const obstaclesLength = this.obstaclesLength;
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this.ctx.clearRect(0, 0, this.width, this.height);
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this.ctx.clearRect(
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-this.width / 2, -this.height / 2,
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this.width, this.height
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);
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// Draw each boid’s head following the angle of its course
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// Draw obstacles
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this.ctx.fillStyle = '#dddddd';
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this.ctx.beginPath();
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for (let i = 0; i < obstaclesLength; ++i)
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{
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this.obstacles[i].draw(this.ctx);
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}
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this.ctx.fill();
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// Draw boids
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this.ctx.fillStyle = this.params.color;
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this.ctx.beginPath();
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for (let i = 0; i < length; ++i)
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for (let i = 0; i < boidsLength; ++i)
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{
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const boid = this.boids[i];
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const angle = boid.vel.angle();
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let isFirst = true;
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for (let j = 0; j < this.boidShapeLength; ++j)
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{
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transformed.x = this.boidShape[j].x;
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transformed.y = this.boidShape[j].y;
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transformed
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.rotate(angle)
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.mul(this.params.radius)
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.add(this.center)
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.add(boid.pos);
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if (isFirst)
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{
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this.ctx.moveTo(transformed.x, transformed.y);
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isFirst = false;
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}
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else
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{
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this.ctx.lineTo(transformed.x, transformed.y);
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}
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}
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this.boids[i].draw(this.ctx);
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}
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this.ctx.fill();
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@ -1,4 +1,4 @@
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class Vector
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export class Vector
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{
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constructor(x = 0, y = 0)
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{
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@ -82,4 +82,52 @@ class Vector
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}
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}
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export default Vector;
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export class Rectangle
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{
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constructor(x, y, w, h)
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{
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this.x = x;
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this.y = y;
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this.w = w;
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this.h = h;
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this.center = new Vector(x + w / 2, y + h / 2);
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}
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intersect(point, radius)
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{
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return (
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point.x >= this.x - radius
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&& point.x < this.x + this.w + radius
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&& point.y >= this.y - radius
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&& point.y < this.y + this.h + radius
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);
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}
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draw(ctx)
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{
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ctx.rect(this.x, this.y, this.w, this.h);
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}
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}
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export class Circle
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{
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constructor(x, y, r)
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{
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this.r = r;
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this.center = new Vector(x, y);
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}
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intersect(point, radius)
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{
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return (
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Vector.distSquared(this.center, point)
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<= (this.r + radius) * (this.r + radius)
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);
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}
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draw(ctx)
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{
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ctx.moveTo(this.center.x + this.r, this.center.y);
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ctx.arc(this.center.x, this.center.y, this.r, 0, 2 * Math.PI, false);
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}
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}
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10
index.html
10
index.html
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<canvas id="boids-canvas"></canvas>
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<script type="module">
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import Boids from './boids.mjs';
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import Vector from './vector.mjs';
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import {Circle, Rectangle, Vector} from './geometry.mjs';
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const canvas = document.querySelector('#boids-canvas');
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const boids = new Boids(canvas);
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const boids = new Boids(canvas, [
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new Rectangle(-400, -200, 200, 150),
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new Circle(200, 200, 100),
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new Circle(300, 200, 100),
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]);
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canvas.onclick = ev =>
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{
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const pos = new Vector(ev.offsetX, ev.offsetY);
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pos.sub(boids.center);
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for (let i = 0; i < 100; ++i)
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for (let i = 0; i < 500; ++i)
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{
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boids.add(pos);
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}
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