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Created for the new URX notebooks. Line drawing with entities that draw faint straight lines, then dark curved lines inside the logo.
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James Lawrence Turner
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Jun 11, 2015
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// The Boid class | ||
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class Boid { | ||
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PVector location; | ||
PVector plocation; | ||
PVector velocity; | ||
PVector acceleration; | ||
float r; | ||
float maxforce; // Maximum steering force | ||
float maxspeed; // Maximum speed | ||
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Boid(float x, float y) { | ||
acceleration = new PVector(0, 0); | ||
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// This is a new PVector method not yet implemented in JS | ||
// velocity = PVector.random2D(); | ||
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// Leaving the code temporarily this way so that this example runs in JS | ||
float angle = random(TWO_PI); | ||
velocity = new PVector(cos(angle), sin(angle)); | ||
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location = new PVector(x, y); | ||
r = 2.0; | ||
maxspeed = 2; | ||
maxforce = 0.03; | ||
} | ||
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void run(ArrayList<Boid> boids) { | ||
try{ | ||
if(logoMask.pixels[floor(location.y) * width + floor(location.x)] == color(255)) { | ||
stroke(0,255); | ||
flock(boids); | ||
} else { | ||
stroke(0,20); | ||
} | ||
} | ||
catch (Exception e) { | ||
// flock(boids); | ||
} | ||
update(); | ||
borders(); | ||
render(); | ||
} | ||
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void applyForce(PVector force) { | ||
// We could add mass here if we want A = F / M | ||
acceleration.add(force); | ||
} | ||
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// 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(1.5); | ||
ali.mult(1.0); | ||
coh.mult(1.0); | ||
// Add the force vectors to acceleration | ||
applyForce(sep); | ||
applyForce(ali); | ||
applyForce(coh); | ||
} | ||
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// Method to update location | ||
void update() { | ||
// Update velocity | ||
velocity.add(acceleration); | ||
// Limit speed | ||
velocity.limit(maxspeed); | ||
plocation = location.get(); | ||
location.add(velocity); | ||
// Reset accelertion to 0 each cycle | ||
acceleration.mult(0); | ||
} | ||
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// 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, location); // A vector pointing from the location to the target | ||
// Scale to maximum speed | ||
desired.normalize(); | ||
desired.mult(maxspeed); | ||
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// Above two lines of code below could be condensed with new PVector setMag() method | ||
// Not using this method until Processing.js catches up | ||
// desired.setMag(maxspeed); | ||
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// Steering = Desired minus Velocity | ||
PVector steer = PVector.sub(desired, velocity); | ||
steer.limit(maxforce); // Limit to maximum steering force | ||
return steer; | ||
} | ||
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void render() { | ||
// Draw a triangle rotated in the direction of velocity | ||
float theta = velocity.heading2D() + radians(90); | ||
// heading2D() above is now heading() but leaving old syntax until Processing.js catches up | ||
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if(location.dist(plocation) < 20) { | ||
line(plocation.x, plocation.y, location.x, location.y); | ||
} | ||
} | ||
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// Wraparound | ||
void borders() { | ||
if (location.x < -r) location.x = width+r; | ||
if (location.y < -r) location.y = height+r; | ||
if (location.x > width+r) location.x = -r; | ||
if (location.y > height+r) location.y = -r; | ||
} | ||
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// Separation | ||
// Method checks for nearby boids and steers away | ||
PVector separate (ArrayList<Boid> boids) { | ||
float desiredseparation = 25.0f; | ||
PVector steer = 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(location, other.location); | ||
// 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(location, other.location); | ||
diff.normalize(); | ||
diff.div(d); // Weight by distance | ||
steer.add(diff); | ||
count++; // Keep track of how many | ||
} | ||
} | ||
// Average -- divide by how many | ||
if (count > 0) { | ||
steer.div((float)count); | ||
} | ||
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// As long as the vector is greater than 0 | ||
if (steer.mag() > 0) { | ||
// First two lines of code below could be condensed with new PVector setMag() method | ||
// Not using this method until Processing.js catches up | ||
// steer.setMag(maxspeed); | ||
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// Implement Reynolds: Steering = Desired - Velocity | ||
steer.normalize(); | ||
steer.mult(maxspeed); | ||
steer.sub(velocity); | ||
steer.limit(maxforce); | ||
} | ||
return steer; | ||
} | ||
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// 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(location, other.location); | ||
if ((d > 0) && (d < neighbordist)) { | ||
sum.add(other.velocity); | ||
count++; | ||
} | ||
} | ||
if (count > 0) { | ||
sum.div((float)count); | ||
// First two lines of code below could be condensed with new PVector setMag() method | ||
// Not using this method until Processing.js catches up | ||
// sum.setMag(maxspeed); | ||
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// Implement Reynolds: Steering = Desired - Velocity | ||
sum.normalize(); | ||
sum.mult(maxspeed); | ||
PVector steer = PVector.sub(sum, velocity); | ||
steer.limit(maxforce); | ||
return steer; | ||
} | ||
else { | ||
return new PVector(0, 0); | ||
} | ||
} | ||
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// Cohesion | ||
// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location | ||
PVector cohesion (ArrayList<Boid> boids) { | ||
float neighbordist = 100; | ||
PVector sum = new PVector(0, 0); // Start with empty vector to accumulate all locations | ||
int count = 0; | ||
for (Boid other : boids) { | ||
float d = PVector.dist(location, other.location); | ||
if ((d > 0) && (d < neighbordist)) { | ||
sum.add(other.location); // Add location | ||
count++; | ||
} | ||
} | ||
if (count > 0) { | ||
sum.div(count); | ||
return seek(sum); // Steer towards the location | ||
} | ||
else { | ||
return new PVector(0, 0); | ||
} | ||
} | ||
} | ||
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// The Flock (a list of Boid objects) | ||
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class Flock { | ||
ArrayList<Boid> boids; // An ArrayList for all the boids | ||
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Flock() { | ||
boids = new ArrayList<Boid>(); // Initialize the ArrayList | ||
} | ||
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void run() { | ||
for (Boid b : boids) { | ||
b.run(boids); // Passing the entire list of boids to each boid individually | ||
} | ||
} | ||
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void addBoid(Boid b) { | ||
boids.add(b); | ||
} | ||
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} | ||
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mode.id=processing.mode.java.JavaMode | ||
mode=Java |
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PShape logo; | ||
PGraphics logoMask; | ||
import processing.pdf.*; | ||
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Flock flock; | ||
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void setup() { | ||
size(1000,500); | ||
beginRecord(PDF, "output.pdf"); | ||
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logo = loadShape("urx-logo.svg"); | ||
logo.disableStyle(); | ||
logo.scale((width/2.0) / logo.width); | ||
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logoMask = createGraphics(width, height); | ||
logoMask.beginDraw(); | ||
logoMask.background(0); | ||
logoMask.translate(((width/2) / 8) + width /2, height/4 + height / 16); | ||
logoMask.scale(0.75); | ||
logoMask.fill(255); | ||
logoMask.shape(logo); | ||
logoMask.endDraw(); | ||
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smooth(); | ||
background(color(255)); | ||
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flock = new Flock(); | ||
for(int i = 0; i < 50; i++) { | ||
flock.addBoid(new Boid(random(width), height)); | ||
} | ||
} | ||
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void draw() { | ||
flock.run(); | ||
} | ||
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void mousePressed() { | ||
endRecord(); | ||
exit(); | ||
} |