fix 'boids' and move it from unmantained to extra;
parent
43e4cf8754
commit
588af74590
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@ -1 +1,2 @@
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Eduardo Cavazos
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Anton Gorenko
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@ -0,0 +1,159 @@
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! Copyright (C) 2008 Eduardo Cavazos.
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! Copyright (C) 2011 Anton Gorenko.
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! See http://factorcode.org/license.txt for BSD license.
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USING: accessors arrays boids.simulation calendar classes kernel
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literals locals math math.functions math.trig models namespaces
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opengl opengl.demo-support opengl.gl sequences threads ui
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ui.gadgets ui.gadgets.borders ui.gadgets.buttons
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ui.gadgets.frames ui.gadgets.grids ui.gadgets.labeled
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ui.gadgets.labels ui.gadgets.packs ui.gadgets.sliders ui.render ;
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QUALIFIED-WITH: models.range mr
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IN: boids
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TUPLE: boids-gadget < gadget paused boids behaviours dt ;
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CONSTANT: initial-population 100
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CONSTANT: initial-dt 5
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: initial-behaviours ( -- seq )
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1.0 75 -0.1 <cohesion>
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1.0 40 -0.5 <alignment>
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1.0 25 -1.0 <separation>
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3array ;
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: <boids-gadget> ( -- gadget )
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boids-gadget new
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t >>clipped?
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${ width height } >>pref-dim
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initial-population random-boids >>boids
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initial-behaviours >>behaviours
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initial-dt >>dt ;
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M: boids-gadget ungraft*
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t >>paused drop ;
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: vec>deg ( vec -- deg )
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first2 rect> arg rad>deg ; inline
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: draw-boid ( boid -- )
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dup pos>> [
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vel>> vec>deg 0 0 1 glRotated
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GL_TRIANGLES [
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-6.0 4.0 glVertex2f
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-6.0 -4.0 glVertex2f
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8.0 0.0 glVertex2f
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] do-state
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] with-translation ;
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: draw-boids ( boids -- )
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0.0 0.0 0.0 0.5 glColor4f
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[ draw-boid ] each ;
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M:: boids-gadget draw-gadget* ( boids-gadget -- )
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origin get
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[ boids-gadget boids>> draw-boids ] with-translation ;
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: iterate-system ( boids-gadget -- )
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dup [ boids>> ] [ behaviours>> ] [ dt>> ] tri
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simulate >>boids drop ;
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:: start-boids-thread ( gadget -- )
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[
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[ gadget paused>> ]
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[
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gadget iterate-system
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gadget relayout-1
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10 milliseconds sleep
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] until
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] in-thread ;
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TUPLE: range-observer quot ;
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M: range-observer model-changed
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[ range-value ] dip quot>> call( value -- ) ;
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: connect ( range-model quot -- )
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range-observer boa swap add-connection ;
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:: behavior-panel ( behavior -- gadget )
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2 3 <frame> { 2 4 } >>gap { 0 0 } >>filled-cell
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"weight" <label> { 0 0 } grid-add
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behavior weight>> 100 * >fixnum 0 0 200 1 mr:<range>
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dup [ 100.0 / behavior weight<< ] connect
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horizontal <slider> { 1 0 } grid-add
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"radius" <label> { 0 1 } grid-add
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behavior radius>> 0 0 100 1 mr:<range>
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dup [ behavior radius<< ] connect
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horizontal <slider> { 1 1 } grid-add
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"angle" <label> { 0 2 } grid-add
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behavior angle-cos>> acos rad>deg >fixnum 0 0 180 1 mr:<range>
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dup [ deg>rad cos behavior angle-cos<< ] connect
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horizontal <slider> { 1 2 } grid-add
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behavior class name>> <labeled-gadget> ;
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:: set-population ( n boids-gadget -- )
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boids-gadget [
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dup length n - dup 0 >
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[ head* ]
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[ neg random-boids append ] if
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] change-boids drop ;
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: pause-toggle ( boids-gadget -- )
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dup paused>> not [ >>paused ] keep
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[ drop ] [ start-boids-thread ] if ;
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: randomize-boids ( boids-gadget -- )
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[ length random-boids ] change-boids drop ;
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:: simulation-panel ( boids-gadget -- gadget )
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<pile> { 2 2 } >>gap
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2 2 <frame> { 4 4 } >>gap { 0 0 } >>filled-cell
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"polulation" <label> { 0 0 } grid-add
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initial-population 0 0 200 10 mr:<range>
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dup [ boids-gadget set-population ] connect
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horizontal <slider> { 1 0 } grid-add
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"speed" <label> { 0 1 } grid-add
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boids-gadget dt>> 0 1 10 1 mr:<range>
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dup [ boids-gadget dt<< ] connect
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horizontal <slider> { 1 1 } grid-add
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add-gadget
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<shelf> { 2 2 } >>gap
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"pause" [ drop boids-gadget pause-toggle ]
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<border-button> add-gadget
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"randomize" [ drop boids-gadget randomize-boids ]
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<border-button> add-gadget
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add-gadget
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"simulation" <labeled-gadget> ;
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:: create-gadgets ( -- gadgets )
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<shelf>
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<boids-gadget> :> boids-gadget
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boids-gadget [ start-boids-thread ] keep
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add-gadget
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<pile> { 2 2 } >>gap 1.0 >>fill
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boids-gadget simulation-panel
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add-gadget
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boids-gadget behaviours>>
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[ behavior-panel add-gadget ] each
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add-gadget
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{ 2 2 } <border> ;
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MAIN-WINDOW: boids { { title "Boids" } }
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create-gadgets
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>>gadgets ;
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@ -0,0 +1,2 @@
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Eduardo Cavazos
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Anton Gorenko
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@ -0,0 +1,101 @@
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! Copyright (C) 2008 Eduardo Cavazos.
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! Copyright (C) 2011 Anton Gorenko.
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! See http://factorcode.org/license.txt for BSD license.
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USING: accessors arrays combinators.short-circuit kernel
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locals math math.vectors random sequences ;
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IN: boids.simulation
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CONSTANT: width 512
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CONSTANT: height 512
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TUPLE: behaviour
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{ weight float }
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{ radius float }
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{ angle-cos float } ;
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TUPLE: boid
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{ pos array }
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{ vel array } ;
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C: <boid> boid
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: vsum ( vecs -- v )
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{ 0.0 0.0 } [ v+ ] reduce ; inline
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: vavg ( vecs -- v )
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[ vsum ] [ length ] bi v/n ; inline
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: in-radius? ( self other radius -- ? )
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[ [ pos>> ] bi@ distance ] dip <= ; inline
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: angle-between ( u v -- angle )
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[ normalize ] bi@ v. ; inline
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: relative-position ( self other -- v )
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swap [ pos>> ] bi@ v- ; inline
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:: relative-angle ( self other -- angle )
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self other relative-position
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self vel>> angle-between ; inline
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: in-view? ( self other angle-cos -- ? )
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[ relative-angle ] dip >= ; inline
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:: within-neighborhood? ( self other behaviour -- ? )
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self other {
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[ eq? not ]
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[ behaviour radius>> in-radius? ]
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[ behaviour angle-cos>> in-view? ]
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} 2&& ; inline
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:: neighbors ( boid boids behaviour -- neighbors )
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boid boids [ behaviour within-neighborhood? ] with filter ;
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GENERIC: force ( neighbors boid behaviour -- force )
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:: (force) ( boid boids behaviour -- force )
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boid boids behaviour neighbors
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[ { 0.0 0.0 } ] [ boid behaviour force ] if-empty ;
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: wrap-pos ( pos -- pos )
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width height [ 1 - ] bi@ 2array
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[ [ + ] keep mod ] 2map ;
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:: simulate ( boids behaviours dt -- boids )
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boids [| boid |
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boid boids behaviours
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[ [ (force) ] keep weight>> v*n ] with with map vsum :> a
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boid vel>> a dt v*n v+ normalize :> vel
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boid pos>> vel dt v*n v+ wrap-pos :> pos
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pos vel <boid>
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] map ;
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: random-boids ( count -- boids )
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[
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width height [ random ] bi@ 2array
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2 [ 0 1 normal-random-float ] replicate
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<boid>
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] replicate ;
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TUPLE: cohesion < behaviour ;
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TUPLE: alignment < behaviour ;
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TUPLE: separation < behaviour ;
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C: <cohesion> cohesion
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C: <alignment> alignment
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C: <separation> separation
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M: cohesion force ( neighbors boid behaviour -- force )
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drop [ [ pos>> ] map vavg ] [ pos>> ] bi* v- normalize ;
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M: alignment force ( neighbors boid behaviour -- force )
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2drop [ vel>> ] map vsum normalize ;
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M:: separation force ( neighbors boid behaviour -- force )
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behaviour radius>> :> r
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boid pos>> neighbors
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[ pos>> v- [ normalize ] [ r v/n ] bi v- ] with map vsum ;
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@ -0,0 +1 @@
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Artificial life program simulating the flocking behaviour of birds
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@ -1,363 +0,0 @@
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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
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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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: constrain ( n a b -- n ) rot min max ;
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: angle-between ( vec vec -- angle )
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[ v. ] [ [ norm ] bi@ * ] 2bi / -1 1 constrain acos rad>deg ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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: relative-position ( self other -- v ) swap [ pos>> ] bi@ v- ;
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: relative-angle ( self other -- angle )
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over vel>> -rot relative-position angle-between ;
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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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TUPLE: <boid> < <vel> ;
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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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2&& ;
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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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: normalize* ( u -- v ) { 0.001 0.001 } v+ normalize ;
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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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GENERIC: force* ( sequence <boid> <behaviour> -- force )
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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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:: alignment-force ( OTHERS SELF BEHAVIOUR -- force )
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OTHERS average-velocity normalize* BEHAVIOUR 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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:: iterate-system ( 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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! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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M:: <boids-gadget> draw-gadget* ( BOIDS-GADGET -- )
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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 iterate-system GADGET relayout-1 1 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 )
|
||||
[let | NAME-LABEL [ NAME <label> reverse-video-theme ]
|
||||
VALUE-LABEL [ 20 32 <string> <label> reverse-video-theme ] |
|
||||
|
||||
[wlet | update-value-label [ ! ( -- )
|
||||
BEHAVIOUR weight>> truncate-number number>string
|
||||
VALUE-LABEL
|
||||
(>>string) ] |
|
||||
|
||||
update-value-label
|
||||
|
||||
<pile> 1 >>fill
|
||||
{ 1 0 } <track>
|
||||
NAME-LABEL 0.5 track-add
|
||||
VALUE-LABEL 0.5 track-add
|
||||
add-gadget
|
||||
|
||||
"+0.1"
|
||||
[
|
||||
drop
|
||||
BEHAVIOUR [ 0.1 + ] change-weight drop
|
||||
update-value-label
|
||||
]
|
||||
<bevel-button> add-gadget
|
||||
|
||||
"-0.1"
|
||||
[
|
||||
drop
|
||||
BEHAVIOUR weight>> 0.1 >
|
||||
[
|
||||
BEHAVIOUR [ 0.1 - ] change-weight drop
|
||||
update-value-label
|
||||
]
|
||||
when
|
||||
]
|
||||
<bevel-button> add-gadget ] ] ;
|
||||
|
||||
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
|
||||
:: make-population-control ( BOIDS-GADGET -- gadget )
|
||||
[let | VALUE-LABEL [ 20 32 <string> <label> reverse-video-theme ] |
|
||||
|
||||
[wlet | update-value-label [ ( -- )
|
||||
BOIDS-GADGET boids>> length number>string
|
||||
VALUE-LABEL
|
||||
(>>string) ] |
|
||||
|
||||
update-value-label
|
||||
|
||||
<pile> 1 >>fill
|
||||
|
||||
{ 1 0 } <track>
|
||||
"Population: " <label> reverse-video-theme 0.5 track-add
|
||||
VALUE-LABEL 0.5 track-add
|
||||
add-gadget
|
||||
|
||||
"Add 10"
|
||||
[
|
||||
drop
|
||||
BOIDS-GADGET
|
||||
BOIDS-GADGET boids>> 10 random-boids append
|
||||
>>boids
|
||||
drop
|
||||
update-value-label
|
||||
]
|
||||
<bevel-button>
|
||||
add-gadget
|
||||
|
||||
"Sub 10"
|
||||
[
|
||||
drop
|
||||
BOIDS-GADGET boids>> length 10 >
|
||||
[
|
||||
BOIDS-GADGET
|
||||
BOIDS-GADGET boids>> 10 tail
|
||||
>>boids
|
||||
drop
|
||||
update-value-label
|
||||
]
|
||||
when
|
||||
]
|
||||
<bevel-button>
|
||||
add-gadget ] ] ( gadget -- gadget ) ;
|
||||
|
||||
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
|
||||
:: pause-toggle ( BOIDS-GADGET -- )
|
||||
BOIDS-GADGET paused>>
|
||||
[ BOIDS-GADGET start-boids-thread ]
|
||||
[ BOIDS-GADGET t >>paused drop ]
|
||||
if ;
|
||||
|
||||
:: randomize-boids ( BOIDS-GADGET -- )
|
||||
BOIDS-GADGET BOIDS-GADGET boids>> length random-boids >>boids drop ;
|
||||
|
||||
: boids-app ( -- )
|
||||
|
||||
[let | BOIDS-GADGET [ boids-gadget ] |
|
||||
|
||||
<frame>
|
||||
|
||||
<shelf>
|
||||
|
||||
1 >>fill
|
||||
|
||||
"Pause" [ drop BOIDS-GADGET pause-toggle ] <bevel-button> add-gadget
|
||||
|
||||
"Randomize"
|
||||
[ drop BOIDS-GADGET randomize-boids ] <bevel-button> add-gadget
|
||||
|
||||
BOIDS-GADGET make-population-control add-gadget
|
||||
|
||||
"Cohesion: " BOIDS-GADGET behaviours>> first make-behaviour-control
|
||||
"Alignment: " BOIDS-GADGET behaviours>> second make-behaviour-control
|
||||
"Separation: " BOIDS-GADGET behaviours>> third make-behaviour-control
|
||||
|
||||
[ add-gadget ] tri@
|
||||
|
||||
@top grid-add
|
||||
|
||||
BOIDS-GADGET @center grid-add
|
||||
|
||||
"Boids" open-window
|
||||
|
||||
BOIDS-GADGET start-boids-thread ] ;
|
||||
|
||||
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
|
||||
: boids-main ( -- ) [ boids-app ] with-ui ;
|
||||
|
||||
MAIN: boids-main
|
|
@ -1 +0,0 @@
|
|||
Artificial life program simulating simulating the flocking behaviour of birds
|
Loading…
Reference in New Issue