boids: Complete rewrite
parent
c2d475b4b4
commit
43889cb587
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@ -1,81 +1,44 @@
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USING: kernel namespaces
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math
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math.constants
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math.functions
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math.order
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math.vectors
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math.trig
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math.ranges
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combinators arrays sequences random vars
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combinators.lib
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combinators.short-circuit
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USING: kernel
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namespaces
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arrays
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accessors
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strings
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sequences
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locals
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threads
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math
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math.functions
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math.trig
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math.order
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math.ranges
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math.vectors
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random
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calendar
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opengl.gl
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opengl
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ui
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ui.gadgets
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ui.gadgets.tracks
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ui.gadgets.frames
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ui.gadgets.grids
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ui.render
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multi-methods
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multi-method-syntax
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combinators.short-circuit.smart
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processing.shapes
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flatland ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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IN: boids
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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TUPLE: boid < <vel> ;
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C: <boid> boid
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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VAR: boids
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VAR: world-size
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VAR: time-slice
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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VAR: cohesion-weight
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VAR: alignment-weight
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VAR: separation-weight
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VAR: cohesion-view-angle
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VAR: alignment-view-angle
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VAR: separation-view-angle
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VAR: cohesion-radius
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VAR: alignment-radius
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VAR: separation-radius
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: init-variables ( -- )
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1.0 >cohesion-weight
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1.0 >alignment-weight
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1.0 >separation-weight
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75 >cohesion-radius
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50 >alignment-radius
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25 >separation-radius
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180 >cohesion-view-angle
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180 >alignment-view-angle
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180 >separation-view-angle
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10 >time-slice ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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! random-boid and random-boids
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: random-pos ( -- pos ) world-size> [ random ] map ;
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: random-vel ( -- vel ) 2 [ drop -10 10 [a,b] random ] map ;
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: random-boid ( -- boid ) random-pos random-vel <boid> ;
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: random-boids ( n -- boids ) [ drop random-boid ] map ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: constrain ( n a b -- n ) rot min max ;
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: angle-between ( vec vec -- angle )
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2dup v. -rot norm swap norm * / -1 1 constrain acos rad>deg ;
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[ v. ] [ [ norm ] bi@ * ] 2bi / -1 1 constrain acos rad>deg ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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@ -86,19 +49,47 @@ VAR: separation-radius
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: in-radius? ( self other radius -- ? ) [ distance ] dip <= ;
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: in-view? ( self other angle -- ? ) [ relative-angle ] dip 2 / <= ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: vsum ( vector-of-vectors -- vec ) { 0 0 } [ v+ ] reduce ;
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: vaverage ( seq-of-vectors -- seq ) [ vsum ] [ length ] bi v/n ;
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: average-position ( boids -- pos ) [ pos>> ] map vaverage ;
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: average-velocity ( boids -- vel ) [ vel>> ] map vaverage ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: in-range? ( self other radius -- ? ) >r distance r> <= ;
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TUPLE: <boid> < <vel> ;
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: in-view? ( self other angle -- ? ) >r relative-angle r> 2 / <= ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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TUPLE: <behaviour>
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{ weight initial: 1.0 }
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{ view-angle initial: 180 }
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{ radius } ;
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TUPLE: <cohesion> < <behaviour> { radius initial: 75 } ;
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TUPLE: <alignment> < <behaviour> { radius initial: 50 } ;
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TUPLE: <separation> < <behaviour> { radius initial: 25 } ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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:: within-neighborhood? ( SELF OTHER BEHAVIOUR -- ? )
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SELF OTHER
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{
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[ BEHAVIOUR radius>> in-radius? ]
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[ BEHAVIOUR view-angle>> in-view? ]
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[ eq? not ]
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}
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&& ;
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:: neighborhood ( SELF OTHERS BEHAVIOUR -- boids )
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OTHERS [| OTHER | SELF OTHER BEHAVIOUR within-neighborhood? ] filter ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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@ -106,127 +97,264 @@ VAR: separation-radius
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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! average_position(neighbors) - self_position
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GENERIC: force* ( sequence <boid> <behaviour> -- force )
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: within-cohesion-neighborhood? ( self other -- ? )
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{ [ cohesion-radius> in-range? ]
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[ cohesion-view-angle> in-view? ]
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[ eq? not ] }
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2&& ;
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:: cohesion-force ( OTHERS SELF BEHAVIOUR -- force )
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OTHERS average-position SELF pos>> v- normalize* BEHAVIOUR weight>> v*n ;
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: cohesion-neighborhood ( self -- boids )
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boids> [ within-cohesion-neighborhood? ] with filter ;
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:: alignment-force ( OTHERS SELF BEHAVIOUR -- force )
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OTHERS average-velocity normalize* BEHAVIOUR weight>> v*n ;
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: cohesion-force ( self -- force )
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dup cohesion-neighborhood
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dup empty?
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[ 2drop { 0 0 } ]
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[ average-position swap pos>> v- normalize* cohesion-weight> v*n ]
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:: separation-force ( OTHERS SELF BEHAVIOUR -- force )
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SELF pos>> OTHERS average-position v- normalize* BEHAVIOUR weight>> v*n ;
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METHOD: force* ( sequence <boid> <cohesion> -- force ) cohesion-force ;
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METHOD: force* ( sequence <boid> <alignment> -- force ) alignment-force ;
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METHOD: force* ( sequence <boid> <separation> -- force ) separation-force ;
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:: force ( OTHERS SELF BEHAVIOUR -- force )
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SELF OTHERS BEHAVIOUR neighborhood
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[ { 0 0 } ]
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[ SELF BEHAVIOUR force* ]
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if-empty ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: random-boids ( count -- boids )
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[
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drop
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<boid> new
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2 [ drop 1000 random ] map >>pos
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2 [ drop -10 10 [a,b] random ] map >>vel
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]
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map ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: draw-boid ( boid -- )
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glPushMatrix
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dup pos>> gl-translate-2d
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vel>> first2 rect> arg rad>deg 0 0 1 glRotated
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{ { 0 5 } { 0 -5 } { 20 0 } } triangle
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fill-mode
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glPopMatrix ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: gadget->sky ( gadget -- sky ) { 0 0 } swap dim>> <rectangle> boa ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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USE: syntax ! Switch back to non-multi-method 'TUPLE:' syntax
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TUPLE: <boids-gadget> < gadget paused boids behaviours time-slice ;
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M: <boids-gadget> pref-dim* ( <boids-gadget> -- dim ) drop { 600 400 } ;
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M: <boids-gadget> ungraft* ( <boids-gadget> -- ) t >>paused drop ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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M:: <boids-gadget> draw-gadget* ( BOIDS-GADGET -- )
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[let | SKY [ BOIDS-GADGET gadget->sky ]
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BOIDS [ BOIDS-GADGET boids>> ]
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TIME-SLICE [ BOIDS-GADGET time-slice>> ]
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BEHAVIOURS [ BOIDS-GADGET behaviours>> ] |
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BOIDS
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[| SELF |
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[wlet | force-due-to [| BEHAVIOUR | BOIDS SELF BEHAVIOUR force ] |
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! F = m a. M is 1. So F = a.
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[let | ACCEL [ BEHAVIOURS [ force-due-to ] map vsum ] |
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[let | POS [ SELF pos>> SELF vel>> TIME-SLICE v*n v+ ]
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VEL [ SELF vel>> ACCEL TIME-SLICE v*n v+ ] |
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[let | POS [ POS SKY wrap ]
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VEL [ VEL normalize* ] |
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T{ <boid> f POS VEL } ] ] ] ]
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]
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map
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BOIDS-GADGET (>>boids)
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origin get
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[ BOIDS-GADGET boids>> [ draw-boid ] each ]
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with-translation ] ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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:: start-boids-thread ( GADGET -- )
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GADGET f >>paused drop
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[
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[
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GADGET paused>>
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[ f ]
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[ GADGET relayout-1 25 milliseconds sleep t ]
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if
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]
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loop
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]
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in-thread ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: default-behaviours ( -- seq )
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{ <cohesion> <alignment> <separation> } [ new ] map ;
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: boids-gadget ( -- gadget )
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<boids-gadget> new-gadget
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100 random-boids >>boids
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default-behaviours >>behaviours
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10 >>time-slice
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t >>clipped? ;
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: run-boids ( -- ) boids-gadget dup "Boids" open-window start-boids-thread ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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USING: math.parser
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ui.gadgets.labels
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ui.gadgets.buttons
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ui.gadgets.packs ;
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: truncate-number ( n -- n ) 10 * round 10 / ;
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:: make-behaviour-control ( NAME BEHAVIOUR -- gadget )
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[let | NAME-LABEL [ NAME <label> reverse-video-theme ]
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VALUE-LABEL [ 20 32 <string> <label> reverse-video-theme ] |
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[wlet | update-value-label [ ! ( -- )
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BEHAVIOUR weight>> truncate-number number>string
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VALUE-LABEL
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set-label-string ] |
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update-value-label
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<pile> 1 >>fill
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{ 1 0 } <track>
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NAME-LABEL 0.5 track-add
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VALUE-LABEL 0.5 track-add
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add-gadget
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"+0.1"
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[
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drop
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BEHAVIOUR [ 0.1 + ] change-weight drop
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update-value-label
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]
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<bevel-button> add-gadget
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"-0.1"
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[
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drop
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BEHAVIOUR weight>> 0.1 >
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[
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BEHAVIOUR [ 0.1 - ] change-weight drop
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update-value-label
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]
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when
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]
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<bevel-button> add-gadget ] ] ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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:: make-population-control ( BOIDS-GADGET -- gadget )
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[let | VALUE-LABEL [ 20 32 <string> <label> reverse-video-theme ] |
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[wlet | update-value-label [ ( -- )
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BOIDS-GADGET boids>> length number>string
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VALUE-LABEL
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set-label-string ] |
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update-value-label
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<pile> 1 >>fill
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{ 1 0 } <track>
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"Population: " <label> reverse-video-theme 0.5 track-add
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VALUE-LABEL 0.5 track-add
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add-gadget
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"Add 10"
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[
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drop
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BOIDS-GADGET
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BOIDS-GADGET boids>> 10 random-boids append
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>>boids
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drop
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update-value-label
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]
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<bevel-button>
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add-gadget
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"Sub 10"
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[
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drop
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BOIDS-GADGET boids>> length 10 >
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[
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BOIDS-GADGET
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BOIDS-GADGET boids>> 10 tail
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>>boids
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drop
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update-value-label
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]
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when
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]
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<bevel-button>
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add-gadget ] ] ( gadget -- gadget ) ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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:: pause-toggle ( BOIDS-GADGET -- )
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BOIDS-GADGET paused>>
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[ BOIDS-GADGET start-boids-thread ]
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[ BOIDS-GADGET t >>paused drop ]
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if ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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:: randomize-boids ( BOIDS-GADGET -- )
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BOIDS-GADGET BOIDS-GADGET boids>> length random-boids >>boids drop ;
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! self_position - average_position(neighbors)
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: boids-app ( -- )
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: within-separation-neighborhood? ( self other -- ? )
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{ [ separation-radius> in-range? ]
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[ separation-view-angle> in-view? ]
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[ eq? not ] }
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2&& ;
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[let | BOIDS-GADGET [ boids-gadget ] |
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: separation-neighborhood ( self -- boids )
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boids> [ within-separation-neighborhood? ] with filter ;
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<frame>
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: separation-force ( self -- force )
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dup separation-neighborhood
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dup empty?
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[ 2drop { 0 0 } ]
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[ average-position swap pos>> swap v- normalize* separation-weight> v*n ]
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if ;
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<shelf>
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1 >>fill
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"Pause" [ drop BOIDS-GADGET pause-toggle ] <bevel-button> add-gadget
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"Randomize"
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[ drop BOIDS-GADGET randomize-boids ] <bevel-button> add-gadget
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BOIDS-GADGET make-population-control add-gadget
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"Cohesion: " BOIDS-GADGET behaviours>> first make-behaviour-control
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"Alignment: " BOIDS-GADGET behaviours>> second make-behaviour-control
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"Separation: " BOIDS-GADGET behaviours>> third make-behaviour-control
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[ add-gadget ] tri@
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@top grid-add
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BOIDS-GADGET @center grid-add
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"Boids" open-window
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BOIDS-GADGET start-boids-thread ] ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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! average_velocity(neighbors)
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: within-alignment-neighborhood? ( self other -- ? )
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{ [ alignment-radius> in-range? ]
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[ alignment-view-angle> in-view? ]
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[ eq? not ] }
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2&& ;
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: alignment-neighborhood ( self -- boids )
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boids> [ within-alignment-neighborhood? ] with filter ;
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: alignment-force ( self -- force )
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alignment-neighborhood
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dup empty?
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[ drop { 0 0 } ]
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[ average-velocity normalize* alignment-weight> v*n ]
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if ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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! F = m a
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!
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! We let m be equal to 1 so then this is simply: F = a
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: acceleration ( boid -- acceleration )
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{ separation-force alignment-force cohesion-force } map-exec-with vsum ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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! iterate-boid
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: world-width ( -- w ) world-size> first ;
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: world-height ( -- w ) world-size> second ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: below? ( n a b -- ? ) drop < ;
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: above? ( n a b -- ? ) nip > ;
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: wrap ( n a b -- n )
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{
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{ [ 3dup below? ] [ 2nip ] }
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{ [ 3dup above? ] [ drop nip ] }
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{ [ t ] [ 2drop ] }
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}
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cond ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: wrap-x ( x -- x ) 0 world-width 1- wrap ;
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: wrap-y ( y -- y ) 0 world-height 1- wrap ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: new-pos ( boid -- pos ) [ pos>> ] [ vel>> time-slice> v*n ] bi v+ ;
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: new-vel ( boid -- vel )
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[ vel>> ] [ acceleration time-slice> v*n ] bi v+ normalize* ;
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: wrap-pos ( pos -- pos ) { [ wrap-x ] [ wrap-y ] } parallel-call ;
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: iterate-boid ( self -- self ) [ new-pos wrap-pos ] [ new-vel ] bi <boid> ;
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|
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
|
||||
: iterate-boids ( -- ) boids> [ iterate-boid ] map >boids ;
|
||||
|
||||
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
|
||||
: init-boids ( -- ) 100 random-boids >boids ;
|
||||
|
||||
: init-world-size ( -- ) { 100 100 } >world-size ;
|
||||
|
||||
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
|
||||
: randomize ( -- ) boids> length random-boids >boids ;
|
||||
|
||||
: inc* ( variable -- ) dup get 0.1 + 0 1 constrain swap set ;
|
||||
|
||||
: dec* ( variable -- ) dup get 0.1 - 0 1 constrain swap set ;
|
||||
: boids-main ( -- ) [ boids-app ] with-ui ;
|
||||
|
||||
MAIN: boids-main
|
Loading…
Reference in New Issue