From adda69331bc28c1a2604184f7687cf8d1b6b59cd Mon Sep 17 00:00:00 2001 From: Mariano Merchante Date: Tue, 28 Mar 2017 05:39:55 -0400 Subject: [PATCH 1/7] + Initial commit --- .gitignore | 2 + deploy.js | 38 +++++++++++ index.html | 19 ++++++ package.json | 31 +++++++++ src/framework.js | 75 +++++++++++++++++++++ src/main.js | 168 ++++++++++++++++++++++++++++++++++++++++++++++ webpack.config.js | 28 ++++++++ 7 files changed, 361 insertions(+) create mode 100644 .gitignore create mode 100644 deploy.js create mode 100644 index.html create mode 100644 package.json create mode 100644 src/framework.js create mode 100644 src/main.js create mode 100644 webpack.config.js diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..5171c540 --- /dev/null +++ b/.gitignore @@ -0,0 +1,2 @@ +node_modules +npm-debug.log \ No newline at end of file diff --git a/deploy.js b/deploy.js new file mode 100644 index 00000000..9defe7c3 --- /dev/null +++ b/deploy.js @@ -0,0 +1,38 @@ +var colors = require('colors'); +var path = require('path'); +var git = require('simple-git')(__dirname); +var deploy = require('gh-pages-deploy'); +var packageJSON = require('require-module')('./package.json'); + +var success = 1; +git.fetch('origin', 'master', function(err) { + if (err) throw err; + git.status(function(err, status) { + if (err) throw err; + if (!status.isClean()) { + success = 0; + console.error('Error: You have uncommitted changes! Please commit them first'.red); + } + + if (status.current !== 'master') { + success = 0; + console.warn('Warning: Please deploy from the master branch!'.yellow) + } + + git.diffSummary(['origin/master'], function(err, diff) { + if (err) throw err; + + if (diff.files.length || diff.insertions || diff.deletions) { + success = 0; + console.error('Error: Current branch is different from origin/master! Please push all changes first'.red) + } + + if (success) { + var cfg = packageJSON['gh-pages-deploy'] || {}; + var buildCmd = deploy.getFullCmd(cfg); + deploy.displayCmds(deploy.getFullCmd(cfg)); + deploy.execBuild(buildCmd, cfg); + } + }) + }) +}) \ No newline at end of file diff --git a/index.html b/index.html new file mode 100644 index 00000000..98976955 --- /dev/null +++ b/index.html @@ -0,0 +1,19 @@ + + + + Biocrowds implementation + + + + + + diff --git a/package.json b/package.json new file mode 100644 index 00000000..be683fcb --- /dev/null +++ b/package.json @@ -0,0 +1,31 @@ +{ + "scripts": { + "start": "webpack-dev-server --hot --inline", + "build": "webpack", + "deploy": "node deploy.js" + }, + "gh-pages-deploy": { + "prep": [ + "build" + ], + "noprompt": true + }, + "dependencies": { + "dat-gui": "^0.5.0", + "gl-matrix": "^2.3.2", + "stats-js": "^1.0.0-alpha1", + "three": "^0.82.1", + "three-orbit-controls": "^82.1.0" + }, + "devDependencies": { + "babel-core": "^6.18.2", + "babel-loader": "^6.2.8", + "babel-preset-es2015": "^6.18.0", + "colors": "^1.1.2", + "gh-pages-deploy": "^0.4.2", + "simple-git": "^1.65.0", + "webpack": "^1.13.3", + "webpack-dev-server": "^1.16.2", + "webpack-glsl-loader": "^1.0.1" + } +} diff --git a/src/framework.js b/src/framework.js new file mode 100644 index 00000000..a11b83ca --- /dev/null +++ b/src/framework.js @@ -0,0 +1,75 @@ + +const THREE = require('three'); +const OrbitControls = require('three-orbit-controls')(THREE) +import Stats from 'stats-js' +import DAT from 'dat-gui' + +// when the scene is done initializing, the function passed as `callback` will be executed +// then, every frame, the function passed as `update` will be executed +function init(callback, update, resizeFunction) { + var stats = new Stats(); + stats.setMode(1); + stats.domElement.style.position = 'absolute'; + stats.domElement.style.left = '0px'; + stats.domElement.style.top = '0px'; + document.body.appendChild(stats.domElement); + + var gui = new DAT.GUI(); + + var framework = { + gui: gui, + stats: stats + }; + + // run this function after the window loads + window.addEventListener('load', function() { + + var scene = new THREE.Scene(); + var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 ); + var renderer = new THREE.WebGLRenderer( { antialias: true } ); + renderer.setPixelRatio(window.devicePixelRatio); + renderer.setSize(window.innerWidth, window.innerHeight); + renderer.setClearColor(0x020202, 0); + renderer.antialias = true; + + var controls = new OrbitControls(camera, renderer.domElement); + controls.enableDamping = true; + controls.enableZoom = true; + controls.target.set(0, 0, 0); + controls.rotateSpeed = 0.3; + controls.zoomSpeed = 1.0; + controls.panSpeed = 2.0; + + document.body.appendChild(renderer.domElement); + + // resize the canvas when the window changes + window.addEventListener('resize', function() { + camera.aspect = window.innerWidth / window.innerHeight; + camera.updateProjectionMatrix(); + renderer.setSize(window.innerWidth, window.innerHeight); + + resizeFunction(framework); + }, false); + + // assign THREE.js objects to the object we will return + framework.scene = scene; + framework.camera = camera; + framework.renderer = renderer; + + // begin the animation loop + (function tick() { + stats.begin(); + update(framework); // perform any requested updates + // renderer.render(scene, camera); // render the scene + stats.end(); + requestAnimationFrame(tick); // register to call this again when the browser renders a new frame + })(); + + // we will pass the scene, gui, renderer, camera, etc... to the callback function + return callback(framework); + }); +} + +export default { + init: init +} \ No newline at end of file diff --git a/src/main.js b/src/main.js new file mode 100644 index 00000000..080df685 --- /dev/null +++ b/src/main.js @@ -0,0 +1,168 @@ +const THREE = require('three'); +const Random = require("random-js"); +const Ease = require("ease-component") + +import Framework from './framework' + +class Map +{ + constructor() + { + this.grid = [] + this.width = 64; + this.height = 64; + // initialize the obstacle map + } + + updateAgents() + { + // Iterate agents, update grid + } + + getAdjacentAgents(position) + { + // Check cells, return list + } +} + +class Agent +{ + constructor() + { + this.position = new THREE.Vector2(); + this.velocity = new THREE.Vector2(); + this.target = new THREE.Vector2(); + this.orientation = new THREE.Vector2(); + this.size = 1.0; + } + + update(deltaTime) + { + // Update position + // Get adjacent agents, check markers etc + // Update velocity based on markers + // Update mesh positions etc + } +} + +function onLoad(framework) +{ + var scene = framework.scene; + var camera = framework.camera; + var renderer = framework.renderer; + var gui = framework.gui; + var stats = framework.stats; + + // // Init Engine stuff + // Engine.scene = scene; + // Engine.renderer = renderer; + // Engine.clock = new THREE.Clock(); + // Engine.camera = camera; + // Engine.currentPass = null; + + // Engine.glarePass = Glare.GlarePass(renderer, scene, camera); + // Engine.sobelPass = Sobel.MainPass(renderer, scene, camera); + // Engine.glitchPass = Glitch.MainPass(renderer, scene, camera); + // Engine.passes.push(Engine.glarePass); + // Engine.passes.push(Engine.sobelPass); + // Engine.passes.push(Engine.glitchPass); + + // // Very important to set clear color alpha to 0, + // // so that effects can use that vaue as an additional parameter! + // renderer.setClearColor(new THREE.Color(.4, .75, .95), 0); + + // // initialize a simple box and material + // var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 ); + // directionalLight.color = new THREE.Color(.9, .9, 1 ); + // directionalLight.position.set(-10, 10, 10); + // scene.add(directionalLight); + + // // initialize a simple box and material + // var directionalLight2 = new THREE.DirectionalLight( 0xffffff, 1 ); + // directionalLight2.color = new THREE.Color(.4, .4, .7); + // directionalLight2.position.set(-1, -3, 2); + // directionalLight2.position.multiplyScalar(10); + // scene.add(directionalLight2); + + // // set camera position + // camera.position.set(40, 40, 40); + // camera.lookAt(new THREE.Vector3(0,0,0)); + // camera.fov = 5; + // camera.far = 200; + // camera.updateProjectionMatrix(); + + // loadBackgrounds(); + // loadFakeBox(); + + // Engine.rubik = new Rubik.Rubik(); + // var rubikMesh = Engine.rubik.build(); + + // loadBuildings(); + // scene.add(rubikMesh); + + // Engine.random = new Random(Random.engines.mt19937().seed(14041956)); + + + // loadMusic(); + + // loadCameraControllers(); +} + +function onResize(framework) +{ +} + +// called on frame updates +function onUpdate(framework) +{ + // if(Engine.initialized) + // { + // var screenSize = new THREE.Vector2( framework.renderer.getSize().width, framework.renderer.getSize().height ); + // var aspectRatio = screenSize.y / screenSize.x; + // var deltaTime = Engine.clock.getDelta(); + + // Engine.time += deltaTime; + // Engine.cameraTime += deltaTime; + // Engine.deltaTime = deltaTime; + + // Engine.rubik.update(deltaTime); + + // // Update materials code + // for (var i = 0; i < Engine.materials.length; i++) + // { + // var material = Engine.materials[i]; + + // material.uniforms.time.value = Engine.time; + + // if(material.uniforms["SCREEN_SIZE"] != null) + // material.uniforms.SCREEN_SIZE.value = screenSize; + + // if(material.uniforms["ASPECT_RATIO"] != null) + // material.uniforms.ASPECT_RATIO.value = aspectRatio; + // } + + // // Update passes code + // for (var i = 0; i < Engine.passes.length; i++) + // { + // var pass = Engine.passes[i]; + + // if(pass.uniforms["time"] != null) + // pass.uniforms.time.value = Engine.time; + + // if(pass.uniforms["SCREEN_SIZE"] != null) + // pass.uniforms.SCREEN_SIZE.value = screenSize; + + // if(pass.uniforms["ASPECT_RATIO"] != null) + // pass.uniforms.ASPECT_RATIO.value = aspectRatio; + // } + + // updateCamera(); + + // if(Engine.currentPass != null) + // Engine.currentPass.render(); + // else + // Engine.renderer.render(Engine.scene, Engine.camera); + // } +} + +Framework.init(onLoad, onUpdate, onResize); diff --git a/webpack.config.js b/webpack.config.js new file mode 100644 index 00000000..57dce485 --- /dev/null +++ b/webpack.config.js @@ -0,0 +1,28 @@ +const path = require('path'); + +module.exports = { + entry: path.join(__dirname, "src/main"), + output: { + filename: "./bundle.js" + }, + module: { + loaders: [ + { + test: /\.js$/, + exclude: /(node_modules|bower_components)/, + loader: 'babel', + query: { + presets: ['es2015'] + } + }, + { + test: /\.glsl$/, + loader: "webpack-glsl" + }, + ] + }, + devtool: 'source-map', + devServer: { + port: 7000 + } +} \ No newline at end of file From c89d2eddbea331c2c013c8ba3b8c9942f1dbdb9f Mon Sep 17 00:00:00 2001 From: Mariano Merchante Date: Tue, 28 Mar 2017 20:05:50 -0400 Subject: [PATCH 2/7] + Marker generation, agent base code --- src/framework.js | 17 +-- src/main.js | 328 +++++++++++++++++++++++++++++++++-------------- 2 files changed, 241 insertions(+), 104 deletions(-) diff --git a/src/framework.js b/src/framework.js index a11b83ca..5841832a 100644 --- a/src/framework.js +++ b/src/framework.js @@ -1,12 +1,13 @@ const THREE = require('three'); const OrbitControls = require('three-orbit-controls')(THREE) + import Stats from 'stats-js' import DAT from 'dat-gui' - + // when the scene is done initializing, the function passed as `callback` will be executed // then, every frame, the function passed as `update` will be executed -function init(callback, update, resizeFunction) { +function init(callback, update) { var stats = new Stats(); stats.setMode(1); stats.domElement.style.position = 'absolute'; @@ -30,7 +31,6 @@ function init(callback, update, resizeFunction) { renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(window.innerWidth, window.innerHeight); renderer.setClearColor(0x020202, 0); - renderer.antialias = true; var controls = new OrbitControls(camera, renderer.domElement); controls.enableDamping = true; @@ -47,9 +47,7 @@ function init(callback, update, resizeFunction) { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); - - resizeFunction(framework); - }, false); + }); // assign THREE.js objects to the object we will return framework.scene = scene; @@ -60,7 +58,7 @@ function init(callback, update, resizeFunction) { (function tick() { stats.begin(); update(framework); // perform any requested updates - // renderer.render(scene, camera); // render the scene + renderer.render(scene, camera); // render the scene stats.end(); requestAnimationFrame(tick); // register to call this again when the browser renders a new frame })(); @@ -72,4 +70,7 @@ function init(callback, update, resizeFunction) { export default { init: init -} \ No newline at end of file +} + +export const PI = 3.14159265 +export const e = 2.7181718 \ No newline at end of file diff --git a/src/main.js b/src/main.js index 080df685..c23ca4ef 100644 --- a/src/main.js +++ b/src/main.js @@ -1,50 +1,259 @@ const THREE = require('three'); const Random = require("random-js"); const Ease = require("ease-component") - + import Framework from './framework' +class Engine +{ + constructor() + { + this.map = new Map(); + } + + initialize(scene) + { + this.map.initializeAgents(100, scene); + this.initializeScene(scene); + } + + initializeScene(scene) + { + var geo = new THREE.Geometry(); + var cylinder = new THREE.CylinderGeometry( .02, .02, .05, 4 ); + var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + + var markers = this.map.getMarkers(); + var matrix = new THREE.Matrix4(); + + for(var m = 0; m < markers.length; m++) + { + var marker = markers[m]; + matrix.makeTranslation(marker.x, 0, marker.y); + geo.merge(cylinder, matrix); + } + + var mesh = new THREE.Mesh( geo, material ); + mesh.position.set(-this.map.width * .5, 0, -this.map.height*.5); + scene.add( mesh ); + } + + update(deltaTime) + { + this.map.update(deltaTime) + } +} + class Map { constructor() { this.grid = [] - this.width = 64; - this.height = 64; - // initialize the obstacle map - } + this.width = 32; + this.height = 32; + this.agents = []; // The raw array + this.generator = Random.engines.mt19937(); + // TODO: obstacle map + + for(var i = 0; i < this.width * this.height; i++) + this.grid.push(new Array()); + } - updateAgents() + initializeAgents(agentCount, scene) { - // Iterate agents, update grid + var cylinder = new THREE.CylinderBufferGeometry( .1, .1, .2, 16 ); + var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } ); + + for(var i = 0; i < agentCount; i++) + { + var mesh = new THREE.Mesh( cylinder, material ); + scene.add( mesh ); + + var agent = new Agent(mesh); + this.agents.push(agent); + } } - getAdjacentAgents(position) + getCellIndex(position) { - // Check cells, return list + var x = Math.floor(position.x); + var y = Math.floor(position.y); + + return y * this.width + x; + } + + update(deltaTime) + { + this.updateMarkers(); + + // Update our agent data structure + for(var a = 0; a < this.agents.length; a++) + { + var agent = this.agents[a]; + agent.update(deltaTime); + + var p = agent.position; + var currentIndex = this.getCellIndex(p); + + if(agent.currentCellIndex != currentIndex || agent.currentCellIndex == -1) + { + if(agent.currentCellIndex != -1) + this.grid[agent.currentCellIndex].splice(agent, 1); + + this.grid[currentIndex].push(agent); + + agent.currentCellIndex = currentIndex; + } + } + } + + // Just for specific cases! + getMarkers() + { + var markerDensity = 8; // The amount of markers per cell + + var markers = []; + + for(var x = 0; x < this.width; x++) + { + for(var y = 0; y < this.height; y++) + { + var seed = y * this.width + x; + this.generator.seed(seed); + + var r = new Random(this.generator); + + for(var s = 0; s < markerDensity; s++) + { + var u = r.real(0, 1, true); + var v = r.real(0, 1, true); + markers.push(new THREE.Vector2(x + u, y + v)); + } + } + } + + return markers; + } + + // Because the markers can be evaluated in runtime, + // my approach is memory lightweight (although there is a performance impact) + updateMarkers() + { + var markerDensity = 8; // The amount of markers per cell + + for(var x = 0; x < this.width; x++) + { + for(var y = 0; y < this.height; y++) + { + var seed = y * this.width + x; + this.generator.seed(seed); + + var r = new Random(this.generator); + + for(var s = 0; s < markerDensity; s++) + { + var u = r.real(0, 1, true); + var v = r.real(0, 1, true); + + var marker = new THREE.Vector2(x + u, y + v); + var agent = this.getNearestAgent(marker); + + if(agent != null) + agent.assignMarker(marker); + } + } + } + } + + getNearestAgent(position) + { + var offsetX = Math.floor(position.x); + var offsetY = Math.floor(position.y); + + var minDistance = this.width * this.height * 100; + var minAgent = null; + + // Average case is O(1), although if all the agents are in the same + // cell, it degenerates to O(n)... if we expect this, we can use a + // quad tree per cell + for(var x = -1; x <= 1; x++) + { + for(var y = -1; y <= 1; y++) + { + var cellX = offsetX + x; + var cellY = offsetY + y; + + if(cellX >= 0 && cellX < this.width && cellY >= 0 && cellY < this.height) + { + var index = cellY * this.width + cellX; + var cellAgents = this.grid[index]; + + for(var a = 0; a < cellAgents.length; a++) + { + var agent = cellAgents[a]; + var length = position.distanceTo(agent.position); + + if(length < minDistance || minAgent == null) + { + minDistance = length; + minAgent = agent; + } + } + } + } + } + + return agent; } } class Agent { - constructor() + constructor(mesh) { + this.mesh = mesh; this.position = new THREE.Vector2(); this.velocity = new THREE.Vector2(); this.target = new THREE.Vector2(); + this.toTarget = new THREE.Vector2(); this.orientation = new THREE.Vector2(); - this.size = 1.0; + this.radius = 1.0; + this.currentContribution = new THREE.Vector2(); + this.currentCellIndex = -1; + } + + cleanMarkerContribution() + { + this.velocity = new THREE.Vector2(); + } + + assignMarker(markerPosition) + { + var toMarker = markerPosition.clone().sub(this.position); + var distance = toMarker.length(); + + toMarker.normalize(); + var weight = toMarker.dot(this.toTarget); } update(deltaTime) { // Update position + this.position.add(this.velocity.clone().multiplyScalar(deltaTime)); // Get adjacent agents, check markers etc // Update velocity based on markers // Update mesh positions etc + + this.toTarget = this.target.clone().sub(this.position); + this.toTarget.normalize(); + + // Clean for next update + this.cleanMarkerContribution(); } } +var engine = null; + function onLoad(framework) { var scene = framework.scene; @@ -53,23 +262,9 @@ function onLoad(framework) var gui = framework.gui; var stats = framework.stats; - // // Init Engine stuff - // Engine.scene = scene; - // Engine.renderer = renderer; - // Engine.clock = new THREE.Clock(); - // Engine.camera = camera; - // Engine.currentPass = null; + engine = new Engine(); + engine.initialize(scene); - // Engine.glarePass = Glare.GlarePass(renderer, scene, camera); - // Engine.sobelPass = Sobel.MainPass(renderer, scene, camera); - // Engine.glitchPass = Glitch.MainPass(renderer, scene, camera); - // Engine.passes.push(Engine.glarePass); - // Engine.passes.push(Engine.sobelPass); - // Engine.passes.push(Engine.glitchPass); - - // // Very important to set clear color alpha to 0, - // // so that effects can use that vaue as an additional parameter! - // renderer.setClearColor(new THREE.Color(.4, .75, .95), 0); // // initialize a simple box and material // var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 ); @@ -84,28 +279,11 @@ function onLoad(framework) // directionalLight2.position.multiplyScalar(10); // scene.add(directionalLight2); - // // set camera position - // camera.position.set(40, 40, 40); - // camera.lookAt(new THREE.Vector3(0,0,0)); - // camera.fov = 5; - // camera.far = 200; - // camera.updateProjectionMatrix(); - - // loadBackgrounds(); - // loadFakeBox(); - - // Engine.rubik = new Rubik.Rubik(); - // var rubikMesh = Engine.rubik.build(); - - // loadBuildings(); - // scene.add(rubikMesh); - - // Engine.random = new Random(Random.engines.mt19937().seed(14041956)); - - - // loadMusic(); - - // loadCameraControllers(); + // set camera position + camera.position.set(20, 20, 20); + camera.lookAt(new THREE.Vector3(0,0,0)); + camera.fov = 35; + camera.updateProjectionMatrix(); } function onResize(framework) @@ -115,54 +293,12 @@ function onResize(framework) // called on frame updates function onUpdate(framework) { - // if(Engine.initialized) - // { - // var screenSize = new THREE.Vector2( framework.renderer.getSize().width, framework.renderer.getSize().height ); - // var aspectRatio = screenSize.y / screenSize.x; - // var deltaTime = Engine.clock.getDelta(); - - // Engine.time += deltaTime; - // Engine.cameraTime += deltaTime; - // Engine.deltaTime = deltaTime; - - // Engine.rubik.update(deltaTime); - - // // Update materials code - // for (var i = 0; i < Engine.materials.length; i++) - // { - // var material = Engine.materials[i]; - - // material.uniforms.time.value = Engine.time; - // if(material.uniforms["SCREEN_SIZE"] != null) - // material.uniforms.SCREEN_SIZE.value = screenSize; - - // if(material.uniforms["ASPECT_RATIO"] != null) - // material.uniforms.ASPECT_RATIO.value = aspectRatio; - // } - - // // Update passes code - // for (var i = 0; i < Engine.passes.length; i++) - // { - // var pass = Engine.passes[i]; - - // if(pass.uniforms["time"] != null) - // pass.uniforms.time.value = Engine.time; - - // if(pass.uniforms["SCREEN_SIZE"] != null) - // pass.uniforms.SCREEN_SIZE.value = screenSize; - - // if(pass.uniforms["ASPECT_RATIO"] != null) - // pass.uniforms.ASPECT_RATIO.value = aspectRatio; - // } - - // updateCamera(); - - // if(Engine.currentPass != null) - // Engine.currentPass.render(); - // else - // Engine.renderer.render(Engine.scene, Engine.camera); - // } + if(engine != null) + { + // engine.update(1); + + } } Framework.init(onLoad, onUpdate, onResize); From 19f6a0e6b7a47414304a9bd66eee6eccd99a379c Mon Sep 17 00:00:00 2001 From: Mariano Merchante Date: Tue, 28 Mar 2017 21:47:26 -0400 Subject: [PATCH 3/7] + Base implementation working --- src/main.js | 134 +++++++++++++++++++++++++++++++++++++--------------- 1 file changed, 97 insertions(+), 37 deletions(-) diff --git a/src/main.js b/src/main.js index c23ca4ef..7009bb6e 100644 --- a/src/main.js +++ b/src/main.js @@ -9,16 +9,24 @@ class Engine constructor() { this.map = new Map(); + this.time = 0.0; + this.clock = new THREE.Clock(); } initialize(scene) { - this.map.initializeAgents(100, scene); - this.initializeScene(scene); + var container = new THREE.Object3D(); + scene.add(container); + + this.map.initializeAgents(10, container); + this.initializeScene(container); + + container.position.set(-this.map.width * .5, 0, -this.map.height*.5); } initializeScene(scene) { + // Almost all of this is debug var geo = new THREE.Geometry(); var cylinder = new THREE.CylinderGeometry( .02, .02, .05, 4 ); var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); @@ -34,12 +42,34 @@ class Engine } var mesh = new THREE.Mesh( geo, material ); - mesh.position.set(-this.map.width * .5, 0, -this.map.height*.5); scene.add( mesh ); + + var lineGeo = new THREE.Geometry(); + + for(var x = 0; x <= this.map.width; x++) + { + lineGeo.vertices.push(new THREE.Vector3( x, 0, 0 )); + lineGeo.vertices.push(new THREE.Vector3( x, 0, this.map.height )); + } + + for(var x = 0; x <= this.map.width; x++) + { + lineGeo.vertices.push(new THREE.Vector3( 0, 0, x )); + lineGeo.vertices.push(new THREE.Vector3( this.map.width, 0, x )); + } + + var lineMaterial = new THREE.LineBasicMaterial({ color: 0x888888 }); + lineMaterial.linewidth = 2; + var lineMesh = new THREE.LineSegments(lineGeo, lineMaterial); + + scene.add(lineMesh); + } - update(deltaTime) + update() { + var deltaTime = this.clock.getDelta(); + this.time += deltaTime; this.map.update(deltaTime) } } @@ -69,7 +99,7 @@ class Map var mesh = new THREE.Mesh( cylinder, material ); scene.add( mesh ); - var agent = new Agent(mesh); + var agent = new Agent(mesh, new THREE.Vector2( i * this.width / agentCount, .5 ), new THREE.Vector2( this.width, this.height )); this.agents.push(agent); } } @@ -79,11 +109,20 @@ class Map var x = Math.floor(position.x); var y = Math.floor(position.y); - return y * this.width + x; + var index = y * this.width + x; + + if(index >= 0 && index < this.width * this.height) + return index; + + return -1; } update(deltaTime) { + // Update our agent data structure + for(var a = 0; a < this.agents.length; a++) + var agent = this.agents[a].cleanMarkerContribution(); + this.updateMarkers(); // Update our agent data structure @@ -95,14 +134,17 @@ class Map var p = agent.position; var currentIndex = this.getCellIndex(p); - if(agent.currentCellIndex != currentIndex || agent.currentCellIndex == -1) + if(agent.currentCellIndex != currentIndex) { if(agent.currentCellIndex != -1) this.grid[agent.currentCellIndex].splice(agent, 1); - this.grid[currentIndex].push(agent); + if(currentIndex != -1) + this.grid[currentIndex].push(agent); + // console.log("Moved from " + agent.currentCellIndex + " to " + currentIndex); agent.currentCellIndex = currentIndex; + } } } @@ -111,7 +153,6 @@ class Map getMarkers() { var markerDensity = 8; // The amount of markers per cell - var markers = []; for(var x = 0; x < this.width; x++) @@ -137,6 +178,7 @@ class Map // Because the markers can be evaluated in runtime, // my approach is memory lightweight (although there is a performance impact) + // TODO: only iterate markers on occupied cells (and their adjacent cells) updateMarkers() { var markerDensity = 8; // The amount of markers per cell @@ -170,7 +212,7 @@ class Map var offsetX = Math.floor(position.x); var offsetY = Math.floor(position.y); - var minDistance = this.width * this.height * 100; + var minDistance = this.width * this.height * 10000; var minAgent = null; // Average case is O(1), although if all the agents are in the same @@ -191,7 +233,7 @@ class Map for(var a = 0; a < cellAgents.length; a++) { var agent = cellAgents[a]; - var length = position.distanceTo(agent.position); + var length = Math.max(0, position.distanceTo(agent.position) - agent.radius); if(length < minDistance || minAgent == null) { @@ -209,35 +251,68 @@ class Map class Agent { - constructor(mesh) + constructor(mesh, startPosition, target) { this.mesh = mesh; - this.position = new THREE.Vector2(); - this.velocity = new THREE.Vector2(); - this.target = new THREE.Vector2(); - this.toTarget = new THREE.Vector2(); + this.position = startPosition; + this.maxSpeed = 1.0; + this.velocity = new THREE.Vector2(1,0); + this.target = target; this.orientation = new THREE.Vector2(); this.radius = 1.0; this.currentContribution = new THREE.Vector2(); this.currentCellIndex = -1; + + this.toTarget = startPosition.clone().sub(target); + this.toTarget.normalize(); + + this.lineGeo = new THREE.Geometry(); + this.lineMaterial = new THREE.LineBasicMaterial({ color: 0xffffff }); + this.lineMesh = new THREE.Line(this.lineGeo, this.lineMaterial); + + this.mesh.add(this.lineMesh); } cleanMarkerContribution() { - this.velocity = new THREE.Vector2(); + this.velocity = new THREE.Vector2(0, 0); + + + this.mesh.remove(this.lineMesh); + this.lineGeo = new THREE.Geometry(); + this.lineMaterial = new THREE.LineBasicMaterial({ color: 0xffffff }); + this.lineMesh = new THREE.Line(this.lineGeo, this.lineMaterial); + + this.mesh.add(this.lineMesh); } assignMarker(markerPosition) { var toMarker = markerPosition.clone().sub(this.position); - var distance = toMarker.length(); + var distance = Math.max(0, toMarker.length() - this.radius); + + this.lineGeo.vertices.push(new THREE.Vector3()); + this.lineGeo.vertices.push(new THREE.Vector3(toMarker.x, 0, toMarker.y)); toMarker.normalize(); - var weight = toMarker.dot(this.toTarget); + var weight = toMarker.dot(this.toTarget) * .5 + .5; + + var distanceFalloff = Math.max(1.0 - distance); + + this.velocity.add(toMarker.clone().multiplyScalar(weight * distanceFalloff)); + } update(deltaTime) { + // Clamp velocity + var currentSpeed = this.velocity.length(); + currentSpeed = Math.min(currentSpeed, this.maxSpeed); + + + this.velocity.normalize(); + this.velocity.multiplyScalar(currentSpeed); + // Update position this.position.add(this.velocity.clone().multiplyScalar(deltaTime)); // Get adjacent agents, check markers etc @@ -247,8 +322,8 @@ class Agent this.toTarget = this.target.clone().sub(this.position); this.toTarget.normalize(); - // Clean for next update - this.cleanMarkerContribution(); + this.mesh.position.set(this.position.x, 0, this.position.y); + this.mesh.material.color = (this.currentCellIndex == -1) ? new THREE.Color(0xff0000) : new THREE.Color( 0x0000ff ); } } @@ -265,20 +340,6 @@ function onLoad(framework) engine = new Engine(); engine.initialize(scene); - - // // initialize a simple box and material - // var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 ); - // directionalLight.color = new THREE.Color(.9, .9, 1 ); - // directionalLight.position.set(-10, 10, 10); - // scene.add(directionalLight); - - // // initialize a simple box and material - // var directionalLight2 = new THREE.DirectionalLight( 0xffffff, 1 ); - // directionalLight2.color = new THREE.Color(.4, .4, .7); - // directionalLight2.position.set(-1, -3, 2); - // directionalLight2.position.multiplyScalar(10); - // scene.add(directionalLight2); - // set camera position camera.position.set(20, 20, 20); camera.lookAt(new THREE.Vector3(0,0,0)); @@ -296,8 +357,7 @@ function onUpdate(framework) if(engine != null) { - // engine.update(1); - + engine.update(); } } From a4bf8a394cd889dc4f5f8e6febc368276790224a Mon Sep 17 00:00:00 2001 From: Mariano Merchante Date: Wed, 29 Mar 2017 04:44:16 -0400 Subject: [PATCH 4/7] + HW7 submission --- README.md | 41 +----- images/map1.png | Bin 0 -> 22941 bytes images/map2.png | Bin 0 -> 22172 bytes images/map3.png | Bin 0 -> 23090 bytes index.html | 2 +- src/main.js | 370 ++++++++++++++++++++++++++++++------------------ 6 files changed, 239 insertions(+), 174 deletions(-) create mode 100644 images/map1.png create mode 100644 images/map2.png create mode 100644 images/map3.png diff --git a/README.md b/README.md index 40864757..5c526558 100644 --- a/README.md +++ b/README.md @@ -1,40 +1,5 @@ -# BioCrowds -Biocrowds is a crowd simulation algorithm based on the formation of veination patterns on leaves. It prevents agents from colliding with each other on their way to their goal points using a notion of "personal space". Personal space is modelled with a space colonization algorithm. Markers (just points) are scattered throughout the simulation space, on the ground. At each simulation frame, each marker becomes "owned" by the agent closest to it (with some max distance representing an agent's perception). Agent velocity at the next frame is then computed using a sum of the displacement vectors to each of its markers. Because a marker can only be owned by one agent at a time, this technique prevents agents from colliding. +# Bio crowds -## Agent Representation (15 pts) -Create an agent class to hold properties used for simulating and drawing the agent. Some properties you may want to consider include the following: -- Position -- Velocity -- Goal -- Orientation -- Size -- Markers +A small implementation of the biocrowds algorithm. It currently supports obstacle maps, where pixels are considered weights for each marker. It currently runs with 750 agents and around 64k markers. -## Grid/Marker Representation (25 pts) -Markers should be scattered randomly across a uniform grid. You should implement an efficient way of determining the nearest agent to a given marker. Based on an marker's location, you should be able to get the nearest four grid cells and loop through all the agents contained in them. - -## Setup (10 pts) -- Create a scene (standard, with camera controls) and scatter markers across the entire ground plane -- Spawn agents with specified goal points - -## Per Frame (35 pts) -- Assign markers to the nearest agent within a given radius. Be sure that a marker is only assigned to a single, unique agent. -- Compute velocity for each agent -- New velocity is determined by summing contributions from all the markers the agent "owns". Each marker contribution consists of the displacement vector between the agent and the marker multiplied by some (non-negative) weight. The weighting is based on - - Similarity between the displacement vector and the vector to agent's goal (the more similar, the higher the weight. A dot product works well) - - Distance from agent (the further away, the less contribution) -Each contribution is normalized by the total marker contributions (divide each contribution by sum total) - - Clamp velocity to some maximum (you probably want to choose a max speed such that you agent will never move further than its marker radius) -- Move agents by their newly computed velocity * time step -- Draw a ground plane and cylinders to represent the agents. -- For a more thorough explanation, see [HERE](http://www.inf.pucrs.br/~smusse/Animacao/2016/CrowdTalk.pdf) and [HERE](http://www.sciencedirect.com/science/article/pii/S0097849311001713) and [HERE](https://books.google.com/books?id=3Adh_2ZNGLAC&pg=PA146&lpg=PA146&dq=biocrowds%20algorithm&source=bl&ots=zsM86iYTot&sig=KQJU7_NagMK4rbpY0oYc3bwCh9o&hl=en&sa=X&ved=0ahUKEwik9JfPnubSAhXIxVQKHUybCxUQ6AEILzAE#v=onepage&q=biocrowds%20algorithm&f=false) and [HERE](https://cis700-procedural-graphics.github.io/files/biocrowds_3_21_17.pdf) - -## Two scenarios -- Create two different scenarios (initial agent placement, goals) to show off the collision avoidance. Try to pick something interesting! Classics include two opposing lines of agents with goals on opposite sides, or agents that spawn in a circle, which each agent's goal directly across. -- Provide some way to switch between scenarios - -## Deploy your code! (5 pts) -- Your demo should run on your gh-pages branch - -## Extra credit -- Add obstacles to your scene, such that agents avoid them \ No newline at end of file +Because one of the problems with this algorithm is its inability to plan ahead of obstacles, the target moves so agents have the chance to get out of local minima. \ No newline at end of file diff --git a/images/map1.png b/images/map1.png new file mode 100644 index 0000000000000000000000000000000000000000..3898415ba487e625a0c6f0aea9cf9b00dfbf2955 GIT binary patch literal 22941 zcmeI42{_c<|M$OYVnPU&y~&n@89UP;`@Zj_3^R5HGug9CQc6OSB1uR>NK}?AC3`}) zgrq{Ys4V}Z?z_6@zHis>dH(Wgr_&b!PyNDL4L2&j2%skCw9v%4$doSp9;OGO)%O8M;Ix^hBC+V3+~&_pml0r zM(-}e>Yb{pF!sjuQ(NQWLeK0n6rw#%-9t6H?|NKB=Bd-qz6}Rvy1uMjeA~QQ(k(xJ zdoHcGm8uF(o1`IbC>ctdqr|oIbwtCH`r%QL!(r6Co)81P7`KnO!b1Tq1!FJ=xvQui zK@@(SG;pX&H?<1I5xqwLUMb}WMQ9{N6)9du8y?CG9S(?7x(OXtqXZeJBb7PEyOq6~Fkz0NlUb2>_seta?3p@{x) z36wtZ%6!gqosDY7`SRZ0vC+{UttU#>*k|S^Rvl}ORhh52eF?@aFD|@(^oBP~%qC17 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