Processing 植绒草图:如何将三角形(BOID)外观更改为png图像
我想知道是否有办法将“粒子”的外观更改为我创建的图像。我在处理库中找到了这个草图,我一直在想如何将我创造的鸟类上传到草图中 有人愿意帮我弄清楚这是否可能吗? 谢谢大家!Processing 植绒草图:如何将三角形(BOID)外观更改为png图像,processing,Processing,我想知道是否有办法将“粒子”的外观更改为我创建的图像。我在处理库中找到了这个草图,我一直在想如何将我创造的鸟类上传到草图中 有人愿意帮我弄清楚这是否可能吗? 谢谢大家! //https://processing.org/examples/flocking.html Flock flock; void setup() { size(640, 360); flock = new Flock(); // Add an initial set of boids into the s
//https://processing.org/examples/flocking.html
Flock flock;
void setup() {
size(640, 360);
flock = new Flock();
// Add an initial set of boids into the system
for (int i = 0; i < 150; i++) {
flock.addBoid(new Boid(width/2,height/2));
}
}
void draw() {
background(50);
flock.run();
}
// Add a new boid into the System
void mousePressed() {
flock.addBoid(new Boid(mouseX,mouseY));
}
// The Flock (a list of Boid objects)
class Flock {
ArrayList<Boid> boids; // An ArrayList for all the boids
Flock() {
boids = new ArrayList<Boid>(); // Initialize the ArrayList
}
void run() {
for (Boid b : boids) {
b.run(boids); // Passing the entire list of boids to each boid individually
}
}
void addBoid(Boid b) {
boids.add(b);
}
}
// The Boid class
class Boid {
PVector location;
PVector velocity;
PVector acceleration;
float r;
float maxforce; // Maximum steering force
float maxspeed; // Maximum speed
Boid(float x, float y) {
acceleration = new PVector(0, 0);
// This is a new PVector method not yet implemented in JS
// velocity = PVector.random2D();
// Leaving the code temporarily this way so that this example runs in JS
float angle = random(TWO_PI);
velocity = new PVector(cos(angle), sin(angle));
location = new PVector(x, y);
r = 2.0;
maxspeed = 2;
maxforce = 0.03;
}
void run(ArrayList<Boid> boids) {
flock(boids);
update();
borders();
render();
}
void applyForce(PVector force) {
// We could add mass here if we want A = F / M
acceleration.add(force);
}
// We accumulate a new acceleration each time based on three rules
void flock(ArrayList<Boid> boids) {
PVector sep = separate(boids); // Separation
PVector ali = align(boids); // Alignment
PVector coh = cohesion(boids); // Cohesion
// Arbitrarily weight these forces
sep.mult(1.5);
ali.mult(1.0);
coh.mult(1.0);
// Add the force vectors to acceleration
applyForce(sep);
applyForce(ali);
applyForce(coh);
}
// Method to update location
void update() {
// Update velocity
velocity.add(acceleration);
// Limit speed
velocity.limit(maxspeed);
location.add(velocity);
// Reset accelertion to 0 each cycle
acceleration.mult(0);
}
// A method that calculates and applies a steering force towards a target
// STEER = DESIRED MINUS VELOCITY
PVector seek(PVector target) {
PVector desired = PVector.sub(target, location); // A vector pointing from the location to the target
// Scale to maximum speed
desired.normalize();
desired.mult(maxspeed);
// Above two lines of code below could be condensed with new PVector setMag() method
// Not using this method until Processing.js catches up
// desired.setMag(maxspeed);
// Steering = Desired minus Velocity
PVector steer = PVector.sub(desired, velocity);
steer.limit(maxforce); // Limit to maximum steering force
return steer;
}
void render() {
// Draw a triangle rotated in the direction of velocity
float theta = velocity.heading2D() + radians(90);
// heading2D() above is now heading() but leaving old syntax until Processing.js catches up
fill(200, 100);
stroke(255);
pushMatrix();
translate(location.x, location.y);
rotate(theta);
beginShape(TRIANGLES);
vertex(0, -r*2);
vertex(-r, r*2);
vertex(r, r*2);
endShape();
popMatrix();
}
// Wraparound
void borders() {
if (location.x < -r) location.x = width+r;
if (location.y < -r) location.y = height+r;
if (location.x > width+r) location.x = -r;
if (location.y > height+r) location.y = -r;
}
// Separation
// Method checks for nearby boids and steers away
PVector separate (ArrayList<Boid> boids) {
float desiredseparation = 25.0f;
PVector steer = new PVector(0, 0, 0);
int count = 0;
// For every boid in the system, check if it's too close
for (Boid other : boids) {
float d = PVector.dist(location, other.location);
// If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
if ((d > 0) && (d < desiredseparation)) {
// Calculate vector pointing away from neighbor
PVector diff = PVector.sub(location, other.location);
diff.normalize();
diff.div(d); // Weight by distance
steer.add(diff);
count++; // Keep track of how many
}
}
// Average -- divide by how many
if (count > 0) {
steer.div((float)count);
}
// As long as the vector is greater than 0
if (steer.mag() > 0) {
// First two lines of code below could be condensed with new PVector setMag() method
// Not using this method until Processing.js catches up
// steer.setMag(maxspeed);
// Implement Reynolds: Steering = Desired - Velocity
steer.normalize();
steer.mult(maxspeed);
steer.sub(velocity);
steer.limit(maxforce);
}
return steer;
}
// Alignment
// For every nearby boid in the system, calculate the average velocity
PVector align (ArrayList<Boid> boids) {
float neighbordist = 50;
PVector sum = new PVector(0, 0);
int count = 0;
for (Boid other : boids) {
float d = PVector.dist(location, other.location);
if ((d > 0) && (d < neighbordist)) {
sum.add(other.velocity);
count++;
}
}
if (count > 0) {
sum.div((float)count);
// First two lines of code below could be condensed with new PVector setMag() method
// Not using this method until Processing.js catches up
// sum.setMag(maxspeed);
// Implement Reynolds: Steering = Desired - Velocity
sum.normalize();
sum.mult(maxspeed);
PVector steer = PVector.sub(sum, velocity);
steer.limit(maxforce);
return steer;
}
else {
return new PVector(0, 0);
}
}
// Cohesion
// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
PVector cohesion (ArrayList<Boid> boids) {
float neighbordist = 50;
PVector sum = new PVector(0, 0); // Start with empty vector to accumulate all locations
int count = 0;
for (Boid other : boids) {
float d = PVector.dist(location, other.location);
if ((d > 0) && (d < neighbordist)) {
sum.add(other.location); // Add location
count++;
}
}
if (count > 0) {
sum.div(count);
return seek(sum); // Steer towards the location
}
else {
return new PVector(0, 0);
}
}
}
//https://processing.org/examples/flocking.html
羊群;
无效设置(){
尺寸(640360);
羊群=新羊群();
//向系统中添加一组初始BOID
对于(int i=0;i<150;i++){
flock.addBoid(新Boid(宽/2,高/2));
}
}
作废提款(){
背景(50);
flock.run();
}
//在系统中添加一个新的boid
void mousePressed(){
阿德博伊德(新博伊德(mouseX,mouseY));
}
//羊群(Boid对象列表)
班群{
ArrayList boids;//所有boids的ArrayList
羊群{
boids=new ArrayList();//初始化ArrayList
}
无效运行(){
for(Boid b:Boid){
b、 运行(boid);//将整个boid列表分别传递给每个boid
}
}
无效添加Boid(Boid b){
加入(b);
}
}
//博伊德班
类Boid{
PVector定位;
PVector速度;
PVector加速度;
浮子r;
float maxforce;//最大转向力
浮点最大速度;//最大速度
Boid(浮动x,浮动y){
加速度=新PVector(0,0);
//这是一个尚未在JS中实现的新PVector方法
//速度=PVector.random2D();
//以这种方式暂时保留代码,以便此示例在JS中运行
浮动角度=随机(两个π);
速度=新的PVector(cos(角度),sin(角度));
位置=新的PVector(x,y);
r=2.0;
maxspeed=2;
最大力=0.03;
}
无效运行(ArrayList boids){
羊群(博伊兹);
更新();
边界();
render();
}
无效应用力(PVector力){
//如果我们想要A=F/M,我们可以在这里加上质量
加速度。加(力);
}
//我们每次根据三条规则累积一个新的加速度
空群(ArrayList boids){
PVector sep=分离(boids);//分离
PVector ali=align(boids);//对齐
PVector coh=内聚(boids);//内聚
//任意加重这些力
九月(1.5);
阿里·穆特(1.0);
coh.mult(1.0);
//将力向量添加到加速度
应用力(sep);
applyForce(ali);
应用力(coh);
}
//方法更新位置
无效更新(){
//更新速度
速度加(加速度);
//极限速度
速度极限(最大速度);
位置。添加(速度);
//每个循环将加速度重置为0
加速度mult(0);
}
//一种计算并向目标施加转向力的方法
//转向=所需的负速度
PVector搜索(PVector目标){
所需PVector=PVector.sub(目标,位置);//从位置指向目标的向量
//缩放到最大速度
所需的。规范化();
所需。mult(最大速度);
//下面的两行代码可以用新的PVector setMag()方法压缩
//在Processing.js赶上之前不使用此方法
//所需的设定值(最大速度);
//转向=所需的负速度
PVector转向=PVector.sub(所需速度);
转向。限制(最大力);//限制到最大转向力
返回转向;
}
void render(){
//画一个沿速度方向旋转的三角形
floatθ=速度头2d()+弧度(90);
//上面的heading2D()现在是heading(),但在Processing.js赶上之前保留旧语法
填充(200100);
中风(255);
pushMatrix();
翻译(位置x,位置y);
旋转(θ);
beginShape(三角形);
顶点(0,-r*2);
顶点(-r,r*2);
顶点(r,r*2);
endShape();
popMatrix();
}
//概括的
无效边框(){
如果(位置x<-r)位置x=宽度+r;
如果(位置y<-r)位置y=高度+r;
如果(location.x>width+r)location.x=-r;
如果(location.y>height+r)location.y=-r;
}
//分离
//方法检查附近的锅炉并驶离
PVector分离(ArrayList boids){
所需浮球分离度=25.0f;
PVector转向=新PVector(0,0,0);
整数计数=0;
//对于系统中的每个boid,检查是否太近
用于(Boid其他:Boid){
浮动d=PVector.dist(位置,其他位置);
//如果距离大于0且小于任意量(当您是自己时为0)
如果((d>0)和((d0){
转向div((浮动)计数);
}
//只要向量大于0
如果(steer.mag()>0){
//下面的前两行代码可以用新的PVector setMag()方法压缩
//在Processing.js赶上之前不使用此方法
//转向设定值(最大速度);
//机具雷诺数:转向=所需-速度
steer.normalize();
steer.mult(最大速度);
转向(速度);
转向极限(最大力);
}
返回转向;
}
//对齐
//对于系统中每个附近的boid,计算平均速度
PVector对齐(ArrayList boids){
float nexturerdist=50;
PVector和=新PVector(0,0);
整数计数=0;
用于(Boid其他:Boid){
浮动d=PVector.dist(位置,其他位置);
如果((d>0)和&(d0){
总和div((浮动)计数);
//下面的前两行代码可以用新的PVector setMag()方法压缩
void render() {
// Draw a triangle rotated in the direction of velocity
float theta = velocity.heading2D() + radians(90);
// heading2D() above is now heading() but leaving old syntax until Processing.js catches up
fill(200, 100);
stroke(255);
pushMatrix();
translate(location.x, location.y);
rotate(theta);
beginShape(TRIANGLES);
vertex(0, -r*2);
vertex(-r, r*2);
vertex(r, r*2);
endShape();
popMatrix();
}
texture(yourImageHere);
vertex(0, -r*2);
vertex(-r, r*2);
vertex(r, r*2);