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/*
* 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 <graphics/Vector2D.h>
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 float MAX_SPEED = 2.0f;// Upper limit of boid velocity.
static const float MAX_FORCE = 0.05f;// Upper limit of the force used to push a boid.
static const float NEIGHBOUR_RADIUS = 70.0f;// Radius used to find neighbours, was 50.
static const float DESIRED_BOID_DIST = 35.0f;// Distance boids want to be from others, was 25.
// The weightings of the components.
static const float SEPARATION_WEIGHT = 2.0f;
static const float ALIGNMENT_WEIGHT = 1.0f;
static const float COHESION_WEIGHT = 1.0f;
Vector2D mPosition;
Vector2D mVelocity;
Vector2D mAcceleration;
};
#endif