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