我正试图整合一个稍微修改版本的Boids蜂群Sim到我的反应网站。我试过包装器和p5-React,它们的工作范围都较小(即描述中的示例),但当我尝试将其应用于boids时,它只是显示了“loading.”。我看过youtube的教程,完全理解了逻辑,但我对p5有点陌生。下面是我试图包含的内容:https://codepen.io/stephenleemorrow/pen/QWaxKqY
这是我的VS代码:
let flock;
let img;
let bg;
p5.preload = () => {
img = p5.loadImage("src\pngbyte.com-Open-Window-Window-Png-Image-window-png-images-open-bar.png");
}
p5.setup = () => {
bg = p5.loadImage("src\pixle-cloud-landscape.webp");
p5.createCanvas(568, 320);
flock = new Flock();
// Add an initial set of boids into the system
for (let i = 0; i < 20; i++) {
let b = new Boid(p5.width / 2, p5.height / 2);
flock.addBoid(b);
}
}
p5.draw = (p5) => {
p5.background(51);
flock.run();
p5.image(img, -23, -10, 610, 340);
}
// Add a new boid into the System
p5.mouseDragged = () => {
flock.addBoid(new Boid(p5.mouseX, p5.mouseY));
}
// The Nature of Code
// Daniel Shiffman
// http://natureofcode.com
// Flock object
// Does very little, simply manages the array of all the boids
function Flock() {
// An array for all the boids
this.boids = []; // Initialize the array
}
Flock.prototype.run = function () {
for (let i = 0; i < this.boids.length; i++) {
this.boids[i].run(this.boids); // Passing the entire list of boids to each boid individually
}
}
Flock.prototype.addBoid = function (b) {
this.boids.push(b);
}
// The Nature of Code
// Daniel Shiffman
// http://natureofcode.com
// Boid class
// Methods for Separation, Cohesion, Alignment added
function Boid(x, y) {
this.acceleration = p5.createVector(0, 0);
this.velocity = p5.createVector(p5.random(-1, 1), p5.random(-1, 1));
this.position = p5.createVector(x, y);
this.r = 3.0;
this.maxspeed = 3; // Maximum speed
this.maxforce = 0.05; // Maximum steering force
}
Boid.prototype.run = function (boids) {
this.flock(boids);
this.update();
this.borders();
this.render();
}
Boid.prototype.applyForce = function (force) {
// We could add mass here if we want A = F / M
this.acceleration.add(force);
}
// We accumulate a new acceleration each time based on three rules
Boid.prototype.flock = function (boids) {
let sep = this.separate(boids); // Separation
let ali = this.align(boids); // Alignment
let coh = this.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
this.applyForce(sep);
this.applyForce(ali);
this.applyForce(coh);
}
// Method to update location
Boid.prototype.update = function () {
// Update velocity
this.velocity.add(this.acceleration);
// Limit speed
this.velocity.limit(this.maxspeed);
this.position.add(this.velocity);
// Reset accelertion to 0 each cycle
this.acceleration.mult(0);
}
// A method that calculates and applies a steering force towards a target
// STEER = DESIRED MINUS VELOCITY
Boid.prototype.seek = function (target) {
let desired = p5.Vector.sub(target, this.position); // A vector pointing from the location to the target
// Normalize desired and scale to maximum speed
desired.normalize();
desired.mult(this.maxspeed);
// Steering = Desired minus Velocity
let steer = p5.Vector.sub(desired, this.velocity);
steer.limit(this.maxforce); // Limit to maximum steering force
return steer;
}
Boid.prototype.render = function () {
// Draw a triangle rotated in the direction of velocity
let theta = this.velocity.heading() + p5.radians(90);
p5.fill(50);
p5.stroke(100);
p5.push();
p5.translate(this.position.x, this.position.y);
p5.rotate(theta);
p5.beginShape();
p5.vertex(0, -this.r * .5);
p5.vertex(-this.r, this.r * .5);
p5.vertex(this.r, this.r * .5);
p5.endShape(p5.CLOSE);
p5.pop();
}
// Wraparound
Boid.prototype.borders = function () {
if (this.position.x < -this.r) this.position.x = p5.width + this.r;
if (this.position.y < -this.r) this.position.y = p5.height + this.r;
if (this.position.x > p5.width + this.r) this.position.x = -this.r;
if (this.position.y > p5.height + this.r) this.position.y = -this.r;
}
// Separation
// Method checks for nearby boids and steers away
Boid.prototype.separate = function (boids, p5) {
let desiredseparation = 25.0;
let steer = p5.createVector(0, 0);
let count = 0;
// For every boid in the system, check if it's too close
for (let i = 0; i < boids.length; i++) {
let d = p5.Vector.dist(this.position, boids[i].position);
// 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
let diff = p5.Vector.sub(this.position, boids[i].position);
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(count);
}
// As long as the vector is greater than 0
if (steer.mag() > 0) {
// Implement Reynolds: Steering = Desired - Velocity
steer.normalize();
steer.mult(this.maxspeed);
steer.sub(this.velocity);
steer.limit(this.maxforce);
}
return steer;
}
// Alignment
// For every nearby boid in the system, calculate the average velocity
Boid.prototype.align = function (boids) {
let neighbordist = 50;
let sum = p5.createVector(0, 0);
let count = 0;
for (let i = 0; i < boids.length; i++) {
let d = p5.Vector.dist(this.position, boids[i].position);
if ((d > 0) && (d < neighbordist)) {
sum.add(boids[i].velocity);
count++;
}
}
if (count > 0) {
sum.div(count);
sum.normalize();
sum.mult(this.maxspeed);
let steer = p5.Vector.sub(sum, this.velocity);
steer.limit(this.maxforce);
return steer;
} else {
return p5.createVector(0, 0);
}
}
// Cohesion
// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
Boid.prototype.cohesion = function (boids) {
let neighbordist = 50;
let sum = p5.createVector(0, 0); // Start with empty vector to accumulate all locations
let count = 0;
for (let i = 0; i < boids.length; i++) {
let d = p5.Vector.dist(this.position, boids[i].position);
if ((d > 0) && (d < neighbordist)) {
sum.add(boids[i].position); // Add location
count++;
}
}
if (count > 0) {
sum.div(count);
return this.seek(sum); // Steer towards the location
} else {
return p5.createVector(0, 0);
}
}
}同样,与App()的连接是很好的,因为它适用于较小的草图。我想我只是漏掉了语法上的一些东西。任何帮助都将不胜感激!
发布于 2022-04-10 19:35:37
我做了一些更改,并开始运行(尽管p5代码中出现了错误,这就超出了答案的范围)。
这可能是一个错误,但是要在ReactP5Wrapper中使用这个草图,您需要将它作为一个函数导出,所以上面的代码就没有了。
export const sketch = (p5) => {刚开始的时候。你实际上在结尾处有最后的括号,所以这可能是问题中的一个错误。
在后面的代码中,将p5传递到函数的任何地方,如
Boid.prototype.separate = function (boids, p5) {您没有传递任何类似p5的内容。
let sep = this.separate(boids); 因此,这将导致未定义的错误。传递给sketch函数的sketch可以在整个草图中使用,这样您就可以从这些其他函数的参数列表中删除p5。
不过,这里真正关键的问题是,您试图从/src/ 文件夹中加载图像。
在项目顶层的/public/文件夹中创建一个目录,将其命名为/assets/,并将图像放在其中。然后你可以引用它们,比如:
p5.preload = () => {
img = p5.loadImage("assets/test.png");
}在完成所有这些之后,我得到了草图,创建了画布,并执行了一些算法,但是它在不同的点都失败了,我确信在您开始运行它之后,它会有很多有趣的调试:)
顺便说一下,我使用ReactP5Wrapper在我的App组件中显示草图,如下所示:
import React from 'react';
import { ReactP5Wrapper } from 'react-p5-wrapper';
import { sketch } from './sketch/sketch';
export const App = () => {
return(
<div>
<ReactP5Wrapper sketch={sketch}/>
</div>
)
}https://stackoverflow.com/questions/71819292
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