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feat(layer): abstract a layer to cover render content
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jasonChen1982 committed Aug 10, 2018
1 parent 4d50ed0 commit 8d6dc30
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283 changes: 283 additions & 0 deletions examples/webgl/boids/boids.js
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function Boid() {
var vector = new THREE.Vector3(),
_acceleration, _width = 500,
_height = 500,
_depth = 200,
_goal, _neighborhoodRadius = 100,
_maxSpeed = 4,
_maxSteerForce = 0.1,
_avoidWalls = false;

this.position = new THREE.Vector3();
this.velocity = new THREE.Vector3();
_acceleration = new THREE.Vector3();

this.setGoal = function (target) {

_goal = target;

}

this.setAvoidWalls = function (value) {

_avoidWalls = value;

}

this.setWorldSize = function (width, height, depth) {

_width = width;
_height = height;
_depth = depth;

}

this.run = function (boids) {

if (_avoidWalls) {

vector.set(-_width, this.position.y, this.position.z);
vector = this.avoid(vector);
vector.multiplyScalar(5);
_acceleration.add(vector);

vector.set(_width, this.position.y, this.position.z);
vector = this.avoid(vector);
vector.multiplyScalar(5);
_acceleration.add(vector);

vector.set(this.position.x, -_height, this.position.z);
vector = this.avoid(vector);
vector.multiplyScalar(5);
_acceleration.add(vector);

vector.set(this.position.x, _height, this.position.z);
vector = this.avoid(vector);
vector.multiplyScalar(5);
_acceleration.add(vector);

vector.set(this.position.x, this.position.y, -_depth);
vector = this.avoid(vector);
vector.multiplyScalar(5);
_acceleration.add(vector);

vector.set(this.position.x, this.position.y, _depth);
vector = this.avoid(vector);
vector.multiplyScalar(5);
_acceleration.add(vector);

}
/* else {
this.checkBounds();
}
*/

if (Math.random() > 0.5) {

this.flock(boids);

}

this.move();

}

this.flock = function (boids) {

if (_goal) {

_acceleration.add(this.reach(_goal, 0.005));

}

_acceleration.add(this.alignment(boids));
_acceleration.add(this.cohesion(boids));
_acceleration.add(this.separation(boids));

}

this.move = function () {

this.velocity.add(_acceleration);

var l = this.velocity.length();

if (l > _maxSpeed) {

this.velocity.divideScalar(l / _maxSpeed);

}

this.position.add(this.velocity);
_acceleration.set(0, 0, 0);

}

this.checkBounds = function () {

if (this.position.x > _width) this.position.x = -_width;
if (this.position.x < -_width) this.position.x = _width;
if (this.position.y > _height) this.position.y = -_height;
if (this.position.y < -_height) this.position.y = _height;
if (this.position.z > _depth) this.position.z = -_depth;
if (this.position.z < -_depth) this.position.z = _depth;

}

//

this.avoid = function (target) {

var steer = new THREE.Vector3();

steer.copy(this.position);
steer.sub(target);

steer.multiplyScalar(1 / this.position.distanceToSquared(target));

return steer;

}

this.repulse = function (target) {

var distance = this.position.distanceTo(target);

if (distance < 150) {

var steer = new THREE.Vector3();

steer.subVectors(this.position, target);
steer.multiplyScalar(0.5 / distance);

_acceleration.add(steer);

}

}

this.reach = function (target, amount) {

var steer = new THREE.Vector3();

steer.subVectors(target, this.position);
steer.multiplyScalar(amount);

return steer;

}

this.alignment = function (boids) {

var boid, velSum = new THREE.Vector3(),
count = 0;

for (var i = 0, il = boids.length; i < il; i++) {

if (Math.random() > 0.6) continue;

boid = boids[i];

distance = boid.position.distanceTo(this.position);

if (distance > 0 && distance <= _neighborhoodRadius) {

velSum.add(boid.velocity);
count++;

}

}

if (count > 0) {

velSum.divideScalar(count);

var l = velSum.length();

if (l > _maxSteerForce) {

velSum.divideScalar(l / _maxSteerForce);

}

}

return velSum;

}

this.cohesion = function (boids) {

var boid, distance,
posSum = new THREE.Vector3(),
steer = new THREE.Vector3(),
count = 0;

for (var i = 0, il = boids.length; i < il; i++) {

if (Math.random() > 0.6) continue;

boid = boids[i];
distance = boid.position.distanceTo(this.position);

if (distance > 0 && distance <= _neighborhoodRadius) {

posSum.add(boid.position);
count++;

}

}

if (count > 0) {

posSum.divideScalar(count);

}

steer.subVectors(posSum, this.position);

var l = steer.length();

if (l > _maxSteerForce) {

steer.divideScalar(l / _maxSteerForce);

}

return steer;

}

this.separation = function (boids) {

var boid, distance,
posSum = new THREE.Vector3(),
repulse = new THREE.Vector3();

for (var i = 0, il = boids.length; i < il; i++) {

if (Math.random() > 0.6) continue;

boid = boids[i];
distance = boid.position.distanceTo(this.position);

if (distance > 0 && distance <= _neighborhoodRadius) {

repulse.subVectors(this.position, boid.position);
repulse.normalize();
repulse.divideScalar(distance);
posSum.add(repulse);

}

}

return posSum;

}

}
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