-
Notifications
You must be signed in to change notification settings - Fork 16
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
feat(layer): abstract a layer to cover render content
- Loading branch information
1 parent
4d50ed0
commit 8d6dc30
Showing
2 changed files
with
448 additions
and
0 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,283 @@ | ||
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; | ||
|
||
} | ||
|
||
} |
Oops, something went wrong.