40 lines
1.7 KiB
C++
40 lines
1.7 KiB
C++
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
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* in compliance with the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed under the License
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* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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* or implied. See the License for the specific language governing permissions and limitations under
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* the License.
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*/
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// An implementation of Craig Reynold's Boid Simulation.
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#ifndef BOID_H
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#define BOID_H
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#include <graphics/Vector2D.h>
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class Boid {
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public:
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Boid(float x, float y);
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void resetAcceleration();
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void flock(const Boid* boids[], int numBoids, int index, float limitX, float limitY);
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// The following floats are the parameters for the flocking algorithm, changing these
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// modifies the boid's behaviour.
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static const constexpr float MAX_SPEED = 2.0f;// Upper limit of boid velocity.
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static const constexpr float MAX_FORCE = 0.05f;// Upper limit of the force used to push a boid.
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static const constexpr float NEIGHBOUR_RADIUS = 70.0f;// Radius used to find neighbours, was 50.
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static const constexpr float DESIRED_BOID_DIST = 35.0f;// Distance boids want to be from others, was 25.
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// The weightings of the components.
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static const constexpr float SEPARATION_WEIGHT = 2.0f;
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static const constexpr float ALIGNMENT_WEIGHT = 1.0f;
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static const constexpr float COHESION_WEIGHT = 1.0f;
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Vector2D mPosition;
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Vector2D mVelocity;
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Vector2D mAcceleration;
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};
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#endif
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