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index.html
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<!-- Gary Ang | Ming | playgrd -->
<!-- playgrd.com -->
<!-- three.js port of Daniel Shiffman's Nature of Code Chapter 2-->
<!-- Flocking -->
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Nature of Code port in three.js</title>
<style>
</style>
<script type="text/javascript" src="./libs/three.js"></script>
<script type="text/javascript" src="./libs/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/d3/4.2.8/d3.min.js" type="text/JavaScript"></script>
<script language="javascript" type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/p5.min.js"></script>
<script type="text/javascript" src="https://cdn.rawgit.com/josephg/noisejs/master/perlin.js"></script>
</head>
<body>
<div id='svg'></div>
<script>
var p5 = new p5();
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 100, window.innerWidth / window.innerHeight, 0.1, 1000 );
// var camera = new THREE.OrthographicCamera( -10,60,-10,60, 0.1, 1000 );
camera.position.z = 75;
camera.position.x = 50;
camera.position.y = 50;
var renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0xF9B3D1, 1 );
document.body.appendChild( renderer.domElement );
var orbit = new THREE.OrbitControls( camera, renderer.domElement );
orbit.enableZoom = false;
var ambientLight = new THREE.AmbientLight( '#D63AF9', 100),
hemiLight = new THREE.HemisphereLight('#D63AF9', '#2F1847', 1),
light = new THREE.PointLight( '#D63AF9', 10, 100 );
ambientLight.position.set( 0, 0, 0 );
hemiLight.position.set( 10, 10, 10 );
light.position.set( 10, 10, 10 );
scene.add( ambientLight );
scene.add( hemiLight );
scene.add( light );
var group = new THREE.Group();
// mover = new Mover();
// // mover.display();
// mover.initialise();
var movers = [];
for (var i = 0; i < 100; i++) {
var mover = new Mover();
mover.initialise();
movers.push(mover);
}
scene.add( group );
var prevFog = true;
// var wind = new THREE.Vector2(0.1,0);
// var gravity = new THREE.Vector2(0,0.000001);
group.position.x += 50;
group.position.y += 50;
var render = function () {
requestAnimationFrame( render );
// orbit.update();
for (var i = 0; i < 50; i++) {
movers[i].checkEdges();
movers[i].flock(movers);
movers[i].update();
movers[i].display();
}
// group.rotation.x += 0.002;
group.rotation.y += 0.002;
group.rotation.z += 0.002;
renderer.render( scene, camera );
};
window.addEventListener( 'resize', function () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}, false );
render();
function Mover() {
this.position = new THREE.Vector3();
this.velocity = new THREE.Vector3();
this.acceleration = new THREE.Vector3();
this.r = 12;
this.maxspeed = 1;
this.maxforce = 0.2;
var geometry = new THREE.SphereGeometry(1,10,10);
var material = new THREE.MeshToonMaterial({ color: 0xffffff, opacity:0.5, transparent:true, wireframe:true, emissive: 0xffffff,emissiveIntensity:0.1} );
var sphere = new THREE.Mesh(geometry, material);
group.add(sphere);
this.initialise = function() {
this.position.x = Math.random()*25;
this.position.y = Math.random()*10;
this.position.z = Math.random()*10;
this.velocity.x = 0.1;
this.velocity.y = 0.1;
this.velocity.z = 0.1;
this.acceleration.x = 0.0;
this.acceleration.y = 0.0;
this.acceleration.z = 0.0;
this.mass = 1000;
// console.log('Initialise', this.position);
}
this.flock = function(movers) {
var sep = this.separate(movers); // Separation
var ali = this.align(movers); // Alignment
var coh = this.cohesion(movers); // Cohesion
// Arbitrarily weight these forces
sep.multiplyScalar(1.5);
ali.multiplyScalar(1.0);
coh.multiplyScalar(1.0);
// Add the force vectors to acceleration
this.applyForce(sep);
this.applyForce(ali);
this.applyForce(coh);
};
this.applyForce = function(force){
var f = force.divideScalar(this.mass);
this.acceleration.add(f);
}
this.separate = function(vehicles) {
var desiredseparation = 20;
var steer = new THREE.Vector3();
var count = 0;
// For every boid in the system, check if it's too close
for (var i = 0; i < movers.length; i++) {
var d = this.position.distanceTo(movers[i].position);
// 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
var pos = this.position.clone();
var diff = pos.sub(movers[i].position);
diff.normalize();
diff.divideScalar(d); // Weight by distance
steer.add(diff);
count++; // Keep track of how many
}
}
// Average -- divide by how many
if (count > 0) {
steer.divideScalar(count);
}
if (steer.length > 0){
// Our desired vector is the average scaled to maximum speed
steer.normalize();
steer.multiplyScalar(this.maxspeed);
// Implement Reynolds: Steering = Desired - Velocity
steer.sub(this.velocity);
// sum.limit(this.maxforce);
}
return steer;
};
// Alignment
// For every nearby boid in the system, calculate the average velocity
this.align = function(movers) {
var neighbordist = 8;
var alignsteer = new THREE.Vector3();
var count = 0;
for (var i = 0; i < movers.length; i++) {
var d = this.position.distanceTo(movers[i].position);
if ((d > 0) && (d < neighbordist)) {
alignsteer.add(movers[i].velocity);
count++;
}
}
if (count > 0) {
alignsteer.divideScalar(count);
alignsteer.normalize();
alignsteer.multiplyScalar(this.maxspeed);
var steer = alignsteer.sub(this.velocity);
// steer.limit(this.maxforce);
return steer;
} else {
return new THREE.Vector3();
}
};
// Cohesion
// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
this.cohesion = function(movers) {
var neighbordist = 3;
var cohesionsteer = new THREE.Vector3();
var count = 0;
for (var i = 0; i < movers.length; i++) {
var d = this.position.distanceTo(movers[i].position);
if ((d > 0) && (d < neighbordist)) {
cohesionsteer.add(movers[i].position); // Add location
count++;
}
}
if (count > 0) {
cohesionsteer.divideScalar(count);
return this.seek(cohesionsteer); // Steer towards the location
} else {
return new THREE.Vector3();
}
};
this.seek = function(target) {
var tgt = target.clone();
var desired = tgt.sub(this.position); // A vector pointing from the location to the target
// Normalize desired and scale to maximum speed
desired.normalize();
desired.multiplyScalar(this.maxspeed);
des = desired.clone();
// Steering = Desired minus velocity
var steer = des.sub(this.velocity);
// steer.limit(this.maxforce); // Limit to maximum steering force
return steer;
};
this.update = function() {
this.velocity.add(this.acceleration);
// this.velocity.clamp(this.min, this.max);
this.position.add(this.velocity);
this.acceleration.multiplyScalar(0);
// console.log('Position', this.position);
}
this.display = function(){
sphere.position.x = this.position.x;
sphere.position.y = this.position.y;
// console.log(sphere.position);
}
this.checkEdges = function() {
if (this.position.x > 50){
this.position.x = 50;
this.velocity.x *= -1;
// console.log(this.velocity);
}
else if (this.position.x < 0){
this.position.x = 0;
this.velocity.x *= -1;
// console.log('HIT');
}
if (this.position.y > 50){
this.position.y = 50;
this.velocity.y *= -1;
}
else if (this.position.y < 0){
this.position.y = 0;
this.velocity.y *= -1;
}
if (this.position.z > 50){
this.position.z = 50;
this.velocity.z *= -1;
}
else if (this.position.z < 0){
this.position.z = 0;
this.velocity.z *= -1;
}
}
}
</script>
</body>
</html>