boids/boids.mjs

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import {Vector} from './geometry.mjs';
// Outline of the shape of a boid when angled at 0 rad
const boidShape = [
new Vector(1, 0),
new Vector(-.5, .5),
new Vector(-.5, -.5),
new Vector(1, 0),
];
const boidShapeLength = boidShape.length;
class Boid
{
constructor(params, center)
{
this.params = params;
this.pos = center.clone();
this.vel = new Vector(Math.random() - 0.5, Math.random() - 0.5);
this.register = new Vector(0, 0);
}
draw(ctx)
{
const transformed = this.register;
const angle = this.vel.angle();
let isFirst = true;
for (let j = 0; j < boidShapeLength; ++j)
{
transformed.x = boidShape[j].x;
transformed.y = boidShape[j].y;
transformed.rotate(angle).mul(this.params.radius).add(this.pos);
if (isFirst)
{
ctx.moveTo(transformed.x, transformed.y);
isFirst = false;
}
else
{
ctx.lineTo(transformed.x, transformed.y);
}
}
}
}
class Boids
{
constructor(canvas, params = {})
{
this.canvas = canvas;
this.ctx = canvas.getContext('2d');
this.params = Object.assign({
centerAccel: 0.075,
repelAccel: 0.8,
matchAccel: 0.15,
boundsAccel: 0.01,
maxSpeed: 300,
closeDist: 20,
visibleDist: 60,
radius: 10,
color: 'black',
debug: false,
}, params);
// Current width and height of the canvas
this.width = canvas.width;
this.height = canvas.height;
// Current center point of the canvas
this.center = null;
// Last time where the canvas was repainted
this.lastTime = null;
// List of active simulated boids
this.boids = [];
// List of obstacles
this.obstacles = [];
// Vector registers used for holding temporary values
this.registers = [
new Vector(0, 0),
new Vector(0, 0),
new Vector(0, 0)
];
// When the simulation is running, the ID of the next rAF request,
// otherwise, null
this.animationId = null;
this._afterResize();
}
/** Change the canvas dimensions */
resize(width, height)
{
this.canvas.width = width;
this.canvas.height = height;
this.width = width;
this.height = height;
this._afterResize();
}
_afterResize()
{
this.center = new Vector(this.width / 2, this.height / 2);
this.ctx.resetTransform();
this.ctx.translate(this.center.x, this.center.y);
}
/** Introduce a new boid in the simulation. */
add(center)
{
this.boids.push(new Boid(this.params, center));
}
/** Start the simulation. */
start()
{
if (this.animationId !== null)
{
return;
}
this._step = this._step.bind(this);
this.animationId = requestAnimationFrame(this._step);
}
/** Pause the simulation. */
pause()
{
cancelAnimationFrame(this.animationId);
this.animationId = null;
this.lastTime = null;
}
/**
* @private
* Perform a time step of the simulation and update the canvas.
*/
_step(time)
{
if (!this.lastTime)
{
this.lastTime = time;
}
const delta = (time - this.lastTime) / 1000;
this.lastTime = time;
this._update(delta);
this._draw();
if (this.animationId !== null)
{
this.animationId = requestAnimationFrame(this._step);
}
}
/**
* @private
* Advance the simulation.
*/
_update(delta)
{
const boidsLength = this.boids.length;
const obstaclesLength = this.obstacles.length;
for (let i = 0; i < boidsLength; ++i)
{
const me = this.boids[i];
const meanPos = this.registers[0].reset();
const meanVel = this.registers[1].reset();
const repelForce = this.registers[2].reset();
let visibles = 0;
// Compute mean flock position and velocity and compute
// the repel force from other boids
for (let j = 0; j < boidsLength; ++j)
{
if (i != j)
{
const you = this.boids[j];
const dist = Vector.distSquared(me.pos, you.pos);
if (dist < this.params.visibleDist
* this.params.visibleDist)
{
meanPos.add(you.pos);
meanVel.add(you.vel);
visibles += 1;
if (dist < this.params.closeDist
* this.params.closeDist)
{
repelForce.add(me.pos).sub(you.pos);
}
}
}
}
// Compute the repel force from obstacles
for (let j = 0; j < obstaclesLength; ++j)
{
const obstacle = this.obstacles[j];
if (obstacle.distance(me.pos) < this.params.closeDist)
{
me.vel.add(me.pos).sub(obstacle.center);
}
}
// Attract towards center of visible flock
if (visibles >= 1)
{
me.vel.add(meanPos.div(visibles)
.sub(me.pos)
.mul(this.params.centerAccel));
}
// Attract toward center of screen if out of bounds
if (me.pos.x < this.width * -.4
|| me.pos.x > this.width * .4
|| me.pos.y < this.height * -.4
|| me.pos.y > this.height * .4)
{
me.vel.addMul(me.pos, -this.params.boundsAccel);
}
// Repel away from close boids
me.vel.add(repelForce.mul(this.params.repelAccel));
// Match other boids velocity
if (visibles >= 1)
{
me.vel.add(meanVel.div(visibles)
.sub(me.vel)
.mul(this.params.matchAccel));
}
// Do not surpass maximum speed
const speed = me.vel.normSquared();
if (speed > this.params.maxSpeed * this.params.maxSpeed)
{
me.vel.div(Math.sqrt(speed)).mul(this.params.maxSpeed);
}
// Integrate speed
me.pos.addMul(me.vel, delta);
}
}
/**
* @private
* Redraw the boids.
*/
_draw()
{
const boidsLength = this.boids.length;
const obstaclesLength = this.obstacles.length;
this.ctx.clearRect(
-this.width / 2, -this.height / 2,
this.width, this.height
);
// Draw obstacles
if (this.params.debug)
{
this.ctx.fillStyle = '#dddddd';
this.ctx.beginPath();
for (let i = 0; i < obstaclesLength; ++i)
{
this.obstacles[i].draw(this.ctx);
}
this.ctx.fill();
}
// Draw boids
this.ctx.fillStyle = this.params.color;
this.ctx.beginPath();
for (let i = 0; i < boidsLength; ++i)
{
this.boids[i].draw(this.ctx);
}
this.ctx.fill();
}
}
export default Boids;