Another thing to remember is to set limit high enough, otherwise the boids will be too constrained and start moving in a straight line. In this example, Flock.update() has teleport set to True so the boids wrap around the edges instead of turning back. Different behavior arises from the interplay between all forces, so you'll have to tweak the numbers to get it right. The example below demonstrates a school of fish. flock = Flock(amount, x, y, width, height, depth=100.0, obstacles=) flock.boids # List of Boid objects.įlock.obstacles # List of Obstacle objects.įlock.scattered # True if boids are not cooperating.įlock.gather # Chance of reuniting after scatter.į_depth() # List of boids sorted by depth.įek(vector) # Sets target Vector for all boids.įlock.sight(distance) # Sets sight for all boids.įlock.space(distance) # Sets space for all boids.įlock.scatter(gather=0.05) # Scatters the flock.įlock.update( # Update positions with given forces. The Flock object is a list of Boid objects confined to a box area. obstacle = Obstacle(x=0, y=0, z=0, radius=10) obstacle.x Tweaking the radius of the obstacle and the sight and speed of the boid can remedy this. Note: sometimes boids will be moving too fast to steer away when they perceive an obstacle, and fly through it. The Obstacle object can be used to add locations to the flock that the boids will avoid. boid = Boid(flock, x=0, y=0, z=0, sight=70, space=30) boid.flock # Flock this boid belongs to.īoid.depth # Depth, relative between 0.0-1.0.īoid.heading # Bearing as an angle in 2D.īoid.dodge # True => very close to an obstacle.īoid.near(boid, distance=50) # True if boid is within distance.īoid.seek(vector) # Sets given Vector as target.īoid.update( # Update position with given forces. It has a radius of personal space that is used when calculating separation. It has a radius of sight that is used to find local flockmates when calculating cohesion and alignment. The Boid object represents an agent in a Flock, with an (x,y,z)-position subject to different forces. The boids framework is often used in computer graphics to provide realistic-looking representations of flocks of birds and other creatures, such as schools of fish or herds of animals. Unexpected behavior, such as splitting flocks and reuniting after avoiding obstacles, can be considered emergent. seeking: steer to move toward a target.avoidance: steer to avoid colliding with obstacles,.cohesion: steer to move toward the average position of local flockmates,.
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