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boids.py
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boids.py
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# -*- coding: utf-8 -*-
from tkinter import *
import math
import random
class Boid:
"""docstring for Boid."""
def __init__(
self, canvas, x, y, max_x, max_y, tag, herd, obstacles, preys
):
# super(Boid, self).__init__()
self.x = x
self.y = y
self.xp = 0
self.yp = 0
self.max_x = max_x
self.max_y = max_y
self.alpha = 0
self.r = 10
self.canvas = canvas
self.tag = tag
self.herd = herd
self.herdPosSpeed = dict()
for boid in self.herd:
self.herdPosSpeed[boid] = [self.x, self.y]
self.obstacles = obstacles
self.offset = 10
self.preys = preys
self.canvas.create_line(self.draw_boid(), tags=self.tag)
self.canvas.create_line(0, 0, 0, 0, tags=self.tag + "speed")
def draw_boid(self):
x2 = self.x + self.r * math.cos(self.alpha)
y2 = self.y - self.r * math.sin(self.alpha)
x1 = self.x + self.r * math.cos(self.alpha + 2 * math.pi / 3)
y1 = self.y - self.r * math.sin(self.alpha + 2 * math.pi / 3)
x3 = self.x + self.r * math.cos(self.alpha + 4 * math.pi / 3)
y3 = self.y - self.r * math.sin(self.alpha + 4 * math.pi / 3)
return x1, y1, x2, y2, x3, y3
def draw_vector(self):
com_x, com_y = self.get_center_of_mass(self.tag)
self.canvas.coords(self.tag + "speed", com_x, com_y, com_x + self.xp,
com_y + self.yp)
def move(self):
boundless = True
if self.max_x >= self.x >= 0:
self.x += self.xp
elif self.x < 0:
self.x = self.max_x + self.xp if boundless else 0
elif self.x > self.max_x:
self.x = self.xp if boundless else self.max_x
if self.max_y >= self.y >= 0:
self.y += self.yp
elif self.y < 0:
self.y = self.max_y + self.yp if boundless else 0
elif self.y > self.max_y:
self.y = self.yp if boundless else self.max_y
for obst in self.obstacles:
coords_obs = self.canvas.bbox(obst)
xo0, yo0, xo1, yo1 = coords_obs
if xo0 - self.offset < self.x < xo1 + self.offset and \
yo0 - self.offset < self.y < yo1 + self.offset:
com_x, com_y = self.get_center_of_mass(obst)
self.x += (com_x - xo0) if self.x >= com_x else -(com_x - xo0)
self.y += (com_y - yo0) if self.y >= com_y else -(com_y - yo0)
self.alpha = math.atan2(-self.yp, self.xp)
self.canvas.coords(self.tag, self.draw_boid())
self.draw_vector()
self.canvas.after(50, self.update_speed)
def update_speed(self):
c = self.converge()
d = self.diverge()
v = self.adjust_velocity()
i = self.inertia()
h = self.hunting()
self.xp = c[0] + d[0] + v[0] + h[0]
self.yp = c[1] + d[1] + v[1] + h[1]
self.move()
def converge(self):
c = [0, 0]
cf = 80
com = [0, 0]
for tag in self.herd:
if not tag == self.tag:
com_x, com_y = self.get_center_of_mass(tag)
com[0] += com_x
com[1] += com_y
com[0] /= (len(self.herd) - 1)
com[1] /= (len(self.herd) - 1)
com_x, com_y = self.get_center_of_mass(self.tag)
c[0] = math.ceil((com[0] - com_x) / cf)
c[1] = math.ceil((com[1] - com_y) / cf)
return c
def diverge(self):
d = [0, 0]
th = 20
df = 5
com_x, com_y = self.get_center_of_mass(self.tag)
for tag in self.herd:
if not tag == self.tag:
com_xi, com_yi = self.get_center_of_mass(tag)
if abs(com_xi - com_x) < th and abs(com_yi - com_y) < th:
d[0] -= (com_xi - com_x) / df
d[1] -= (com_yi - com_y) / df
return d
def adjust_velocity(self):
v = [0, 0]
vf = 2
for tag in self.herd:
if not tag == self.tag:
last_pos = self.herdPosSpeed[tag]
com_x, com_y = self.get_center_of_mass(tag)
self.herdPosSpeed[tag] = [com_x, com_y]
v[0] += com_x - last_pos[0]
v[1] += com_y - last_pos[1]
v[0] /= ((len(self.herd) - 1) * vf)
v[1] /= ((len(self.herd) - 1) * vf)
return v
def inertia(self):
mass = 0.1
return [int(self.xp * mass), int(self.yp * mass)]
def hunting(self):
h = [0, 0]
hf = 50
prey_com = self.get_center_of_mass(self.preys)
self_com = self.get_center_of_mass(self.tag)
h[0] = int((prey_com[0] - self_com[0]) / hf)
h[1] = int((prey_com[1] - self_com[1]) / hf)
return h
def get_center_of_mass(self, tag):
coords_tag = self.canvas.bbox(tag)
com_x = int((coords_tag[2] + coords_tag[0]) / 2)
if com_x < 0:
com_x = self.max_x - com_x
elif com_x > self.max_x:
com_x -= self.max_x
com_y = int((coords_tag[3] + coords_tag[1]) / 2)
if com_y < 0:
com_y = self.max_y - com_y
elif com_y > self.max_y:
com_y -= self.max_y
return [com_x, com_y]
class Obstacle:
def __init__(self, canvas, x, y, r, tag):
self.x = x
self.y = y
self.r = r
self.canvas = canvas
self.tag = tag
self.draw_obstacle(self.x, self.y, self.r)
def draw_obstacle(self, x, y, r):
xtlc = x + r * math.cos(3 * math.pi / 4)
ytlc = y + r * math.sin(3 * math.pi / 4)
xbrc = x + r * math.cos(7 * math.pi / 4)
ybrc = y + r * math.sin(7 * math.pi / 4)
self.canvas.create_oval(xtlc, ytlc, xbrc, ybrc, tags=self.tag)
class Prey:
def __init__(self, canvas, x, y, max_x, maxy, tag, herd, obstacles):
self.x = x
self.y = y
self.xp = 0
self.yp = 0
self.max_x = max_x
self.max_y = maxy
self.alpha = 0
self.r = 5
self.canvas = canvas
self.tag = tag
self.obstacles = obstacles
self.herd = herd
self.offset = 10
self.canvas.create_line(self.draw_prey(), tags=self.tag)
self.canvas.create_line(0, 0, 0, 0, tags=self.tag + "speed")
def draw_prey(self):
x2 = self.x + self.r * math.cos(self.alpha)
y2 = self.y - self.r * math.sin(self.alpha)
x1 = self.x + self.r * math.cos(self.alpha + 2 * math.pi / 3)
y1 = self.y - self.r * math.sin(self.alpha + 2 * math.pi / 3)
x3 = self.x + self.r * math.cos(self.alpha + 4 * math.pi / 3)
y3 = self.y - self.r * math.sin(self.alpha + 4 * math.pi / 3)
return x1, y1, x2, y2, x3, y3
def draw_vector(self):
com_x, com_y = self.getCOM(self.tag)
self.canvas.coords(self.tag + "speed", com_x, com_y, com_x + self.xp,
com_y + self.yp)
def move(self):
boundless = True
if self.max_x >= self.x >= 0:
self.x += self.xp
elif self.x < 0:
self.x = self.max_x + self.xp if boundless else 0
elif self.x > self.max_x:
self.x = self.xp if boundless else self.max_x
if self.max_y >= self.y >= 0:
self.y += self.yp
elif self.y < 0:
self.y = self.max_y + self.yp if boundless else 0
elif self.y > self.max_y:
self.y = self.yp if boundless else self.max_y
for obst in self.obstacles:
coords_obs = self.canvas.bbox(obst)
xo0, yo0, xo1, yo1 = coords_obs
if xo0 - self.offset < self.x < xo1 + self.offset and \
yo0 - self.offset < self.y < yo1 + self.offset:
com_x, com_y = self.getCOM(obst)
self.x += (com_x - xo0) if self.x >= com_x else -(com_x - xo0)
self.y += (com_y - yo0) if self.y >= com_y else -(com_y - yo0)
self.alpha = math.atan2(-self.yp, self.xp)
self.canvas.coords(self.tag, self.draw_prey())
self.draw_vector()
self.canvas.after(50, self.update_speed)
def update_speed(self):
max_speed = 15
a = self.avoid()
c = self.converge()
self.xp += random.randint(-1, 1) + a[0] + c[0]
if self.xp > max_speed:
self.xp = max_speed
if self.xp < -max_speed:
self.xp = -max_speed
self.yp += random.randint(-1, 1) + a[1] + c[1]
if self.yp > max_speed:
self.yp = max_speed
if self.yp < -max_speed:
self.yp = -max_speed
self.move()
def avoid(self):
a = [0, 0]
af = -90
com = [0, 0]
for tag in self.herd:
com_x, com_y = self.getCOM(tag)
com[0] += com_x
com[1] += com_y
com[0] /= (len(self.herd))
com[1] /= (len(self.herd))
com_x, com_y = self.getCOM(self.tag)
a[0] = math.ceil((com[0] - com_x) / af)
a[1] = math.ceil((com[1] - com_y) / af)
return a
def converge(self):
c = [0, 0]
cf = 80
com = [self.max_x / 2, self.max_y / 2]
com_x, com_y = self.getCOM(self.tag)
c[0] = math.ceil((com[0] - com_x) / cf)
c[1] = math.ceil((com[1] - com_y) / cf)
return c
def getCOM(self, tag):
coordsTag = self.canvas.bbox(tag)
com_x = int((coordsTag[2] + coordsTag[0]) / 2)
if com_x < 0:
com_x = self.max_x - com_x
elif com_x > self.max_x:
com_x -= self.max_x
com_y = int((coordsTag[3] + coordsTag[1]) / 2)
if com_y < 0:
com_y = self.max_y - com_y
elif com_y > self.max_y:
com_y -= self.max_y
return [com_x, com_y]
def main():
max_x = 900
max_y = 900
root = Tk()
root.title("Boids")
root.resizable(False, False)
canvas = Canvas(root, width=max_x, height=max_y)
canvas.pack()
# create two ball objects and animate them
list_of_obstacles = ["obst%s" % i for i in range(1, 20)]
list_of_tags = ["boid%s" % i for i in range(1, 40)]
obstacle = dict()
for obst in list_of_obstacles:
obstacle[obst] = Obstacle(canvas, random.randint(1, max_x - 1),
random.randint(1, max_y - 1), 10, obst)
prey = Prey(
canvas, random.randint(1, max_x - 1), random.randint(1, max_y - 1),
max_x, max_y, "prey", list_of_tags, list_of_obstacles
)
prey.move()
boids = dict()
for tag in list_of_tags:
boids[tag] = Boid(
canvas, random.randint(1, max_x - 1), random.randint(1, max_y - 1),
max_x, max_y, tag, list_of_tags, list_of_obstacles, "prey"
)
boids[tag].move()
root.mainloop()
if __name__ == '__main__':
main()