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Flock.js
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Flock.js
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/**
* @class Flock
* handles flocking behavior
*/
class Flock {
constructor(currentAgent) {
this.currentAgent = currentAgent;
this.wandertheta = 0;
}
/**
* @method seek()
* @param {*} target
* simple method to seek something
*/
seek(target) {
let desired = null;
desired = Vector.sub(target, this.currentAgent.pos);
desired.normalize();
desired.mult(this.currentAgent.maxSpeed);
let steer = Vector.sub(desired, this.currentAgent.vel);
steer.limit(this.currentAgent.maxForce);
return steer;
}
/**
* @method flee()
* @param {*} target
* simple method to flee something
*/
flee(target) {
let desired = null;
let d = Vector.dist(this.currentAgent.pos, target);
if (d < FLEE_RADIUS) {
desired = Vector.sub(target, this.currentAgent.pos);
desired.normalize();
desired.mult(this.currentAgent.maxSpeed);
let steer = Vector.sub(desired, this.currentAgent.vel);
steer.limit(this.currentAgent.maxForce);
return steer.mult(-1)
} else {
return new Vector(0, 0);
}
}
/**
* just a basic refator
* @param {*} sum
*/
_returnSteer(sum) {
sum.normalize();
sum.mult(this.currentAgent.maxSpeed);
let steer = Vector.sub(sum, this.currentAgent.vel);
steer.limit(this.currentAgent.maxForce);
return steer;
}
/**
* @method wander()
* not in used
*/
wander() {
let wanderR = 100;
let wanderD = 80;
let change = 0.1;
this.wandertheta += -change + Math.random() * change;
// Now we have to calculate the new location to steer towards on the wander circle
let circleloc = this.currentAgent.vel.copy();
circleloc.normalize();
circleloc.mult(wanderD);
circleloc.add(this.currentAgent.pos);
let h = this.currentAgent.vel.heading();
let circleOffSet = new Vector(wanderR * Math.cos(this.wandertheta + h), wanderR * Math.sin(this.wandertheta + h));
let target = Vector.add(circleloc, circleOffSet);
// SEEK (have to make the seek function generic)
let desired = null;
desired = Vector.sub(target, this.currentAgent.pos);
desired.normalize();
desired.mult(this.currentAgent.maxSpeed);
let steer = Vector.sub(desired, this.currentAgent.vel);
steer.limit(this.currentAgent.maxForce);
return steer;
}
/**
* @method separate()
* @param {Array} agents
* part of flocking system
*/
separate(agents) {
let desiredseperation = this.currentAgent.radius * 4;
let sum = new Vector();
let count = 0;
for (let i = 0; i < agents.length; i++) {
let d = Vector.distSq(this.currentAgent.pos, agents[i].pos);
if ((d > 0) && (d < desiredseperation * desiredseperation)) {
let diff = Vector.sub(this.currentAgent.pos, agents[i].pos);
diff.normalize();
diff.div(d);
sum.add(diff);
count++;
}
}
if (count > 0) {
sum.div(count);
return this._returnSteer(sum);
}
return new Vector(0, 0);
};
/**
* @method align()
* @param {Array} agents
* part of flocking system
*/
align(agents) {
let neighbordist = 50;
let sum = new Vector(0, 0);
let count = 0;
for (let i = 0; i < agents.length; i++) {
let d = Vector.distSq(this.currentAgent.pos, agents[i].pos);
if ((d > 0) && (d < neighbordist * neighbordist)) {
sum.add(agents[i].vel);
count++;
}
}
if (count > 0) {
sum.div(count);
return this._returnSteer(sum);
}
return new Vector(0, 0);
}
/**
* @method cohesion()
* @param {Array} agents
* part of flocking system
*/
cohesion(agents) {
let neighbordist = 30;
let sum = new Vector(0, 0);
let count = 0;
for (let i = 0; i < agents.length; i++) {
let d = Vector.distSq(this.currentAgent.pos, agents[i].pos);
if ((d > 0) && (d < neighbordist * neighbordist)) {
sum.add(agents[i].pos);
count++;
}
}
if (count > 0) {
sum.div(count);
sum.sub(this.currentAgent.pos);
return this._returnSteer(sum);
}
return new Vector(0, 0);
}
}