Showing posts with label boids. Show all posts
Showing posts with label boids. Show all posts

Sunday, May 18, 2008

XNA, Boids and Buffalo! Oh My!

So I've spent my time since my last post basically re-writing the entire Boids project. I've thrown out the GDI UI and have replaced it with an XNA based one. I also rewrote my Boid type to be a class which inherits from the Body type in the Farseer 2D physics engine, making the simulation much more realistic. I’ve now got mass, rotation, torque, collisions, drag and friction to play with.

I've also refined and rewritten most of my rules, fixing the stationary swarm problem, and have added more random noise making things much more interesting. Random Boids will peel off from the group, wander around and then later rejoin. Sometimes the herd separates into two or more sub-groups then later coalesces back into a single herd. There is definitely some additional tweaking of the rules to be done, but I’m definitely headed in the right direction.

Oh, and this is one of my favorite parts, I replaced the dots that represented the Boids in the old simulations with little buffalo which rotate to reflect the actual heading of the Boid. So I have a little herd of buffalo roaming around in my computer, for some reason that makes me very happy.

This being a learning exercise, I separated the F# rules and logic into multiple files so that I could play with modules and namespaces, and have now tackled almost every subject in the Expert F# book. I don’t quite live in F# yet, but I’m getting much faster and am programming with fewer mistakes which is a good sign.

Playing with XNA was also quite fun. I am by no means utilizing all of the functionality provided, but from the limited area that I have touched it appears that Microsoft did a pretty good job. I played with OpenGL a couple of years ago, creating a planetary body orbit/gravity simulation with my roommate, and I remember it being painful. With XNA this was definitely not the case, it was very simple to get something up and running quickly. I am by no means a Microsoft fan-boy but you have to give them credit, they do make nice development tools.

So where do I go next? I need to do some mundane things like tweak the existing rules, and port all of the XNA code from C# to F#. I also need to go through and clean up some of the code, I know I’m not doing several things very efficiently and as a result my laptop has trouble with 100 or more Boids. I also want to implement several more rules: herd leaders, predator/prey behavior, obstacle avoidance etc… I still want to rewrite the nearest neighbor search portion of the code, but that is slower going. One of the problems of being a college drop-out is that I never took discreet math or linear algebra, so understanding some of the algorithms takes a little bit more time than I anticipated. It’s not exactly hard, just requires more research on my part but it’s good for me. Also now that I’ve been reading computational geometry books I see solutions to problems that I encounter all the time, I just wasn’t aware of the body of work that existed. I don’t feel too guilty though, I don’t think any of these algorithms were taught at an undergraduate level anyways at the U of Arizona. Who knows, when I was there 2001-2004 the program was in a real state of decline and was rife with in-fighting and I was all too eager to leave.

FYI: The project has gotten too big to keep posting code in the blog, so I created a project on Google Code.

Sunday, May 11, 2008

Boids: Revision Two

A friend of mine was in town this week, and haven't had much spare time to play with my side projects. When I finally got down to it I was able to redo my boids simulation to use operator overloading, boundary rules, and improved some of the rendering. I based my implementation off of a couple of different sources: a pseudo-code explanation of the original boids paper, a Python implementation, and this Java implementation. There is one remaining problem that I have yet to figure out. I originally used the rules laid out in the Python implementation, but the animation was very jerky when rule 3 took affect, and once the dots swarmed together they just sit their stationary. Finding no difference between his implementation and my own I started looking around for other examples that might give me an insight. That is when I found the previously mentioned Java implementation which resulted in a much more smooth trajectory. Unfortunately it still did not fix the problem where after swarming together the boids don't go anywhere. I'm going to continue to work on it but wanted to post my results thus far.

open System;;
open System.Windows.Forms;;
open Microsoft.FSharp.Collections;;

let BOID_COUNT = 40;;

let HEIGHT = 700.;;
let WIDTH = 1000.;;

let WALL = 50.;;
let WALL_FORCE = 30.;;

let MAX_VEL = 800.;;

let R1_CONST = 0.2;;
let R2_CONST = 0.2;;
let R2_RANGE = 100.;;
let R3_CONST = 0.2;;

let FPS = 24;;
let RECT_HW = 3;;


type vector = {
  x : double;
  y : double;
} with   

  member v.mag() = 
    (v.x ** 2.0) + (v.y ** 2.0) |> Math.Sqrt;

  static member ( + )(a:vector, b:vector) = 
    {x = a.x + b.x;
     y = a.y + b.y};

  static member ( - )(a:vector, b:vector) = 
    {x = a.x - b.x;
     y = a.y - b.y};

  []
  static member ( * ) (a:vector, b:int) = 
    let bd = Convert.ToDouble(b) in
    {x = a.x * bd;
     y = a.y * bd};

  []
  static member ( * ) (a:vector, b:double) = 
    {x = a.x * b;
     y = a.y * b};

  []
  static member ( ** ) (a:vector, b:int) = 
    let bd = Convert.ToDouble(b) in
    {x = a.x ** bd;
     y = a.y ** bd};

  []
  static member ( ** ) (a:vector, b:double) = 
    {x = a.x ** b;
     y = a.y ** b};

  []
  static member ( / ) (a:vector, b:int) = 
    let bd = Convert.ToDouble(b) in
    {x = a.x / bd;
     y = a.y / bd};

  []
  static member ( / ) (a:vector, b:double) = 
    {x = a.x / b;
     y = a.y / b};

  static member ( > ) (a:vector, b:double) = 
    a.mag() > b;

  static member ( < ) (a:vector, b:double) = 
    a.mag() < b;

end;;

type boid = {
  pos : vector;
  vel : vector;
} with   

  static member ( + )(a:boid, b:boid) = 
    {pos = a.pos + b.pos;
     vel = a.vel + b.vel};

  static member ( - )(a:boid, b:boid) = 
    {pos = a.pos - b.pos;
     vel = a.vel - b.vel};

  member b.distance b2 =
    Math.Sqrt(Math.Abs(((b.pos.x - b2.pos.x) ** 2.0) - ((b.pos.y - b2.pos.y) ** 2.0)));

  member b.update_pos() = 
    {b with
       pos = b.pos + b.vel};

  member b.neighbors(r, bl) = 
    [for n in bl -> 
       (b.distance(n), n)] |> 
        List.filter(fun (d:double, _) -> d < r) |> 
            List.sort(fun (d1:double, _) (d2:double, _) -> d1.CompareTo(d2)) |> 
                List.tl |> 
                    List.unzip;
    
end;;


let rand = new Random();;


let rand_double(max:double) = 
  Convert.ToDouble(rand.Next(Convert.ToInt32(max) - 1)) + rand.NextDouble();;


let vector_init = 
  {x  = 0.;
   y  = 0.};;


let boid_init = 
  {pos  = vector_init;
   vel  = vector_init};;


let boid_sum_list bl = 
  List.fold_left(+) boid_init bl;;


let boid_adjust_v_to_fps b = 
 { b with
      vel = b.vel / (Convert.ToDouble(FPS))};; 
 
  
let boid_limit_vel b = 
  let v = b.vel.mag() in
  match v with
    | _ when v > MAX_VEL ->
        let vl = v / MAX_VEL in
          { b with
              vel = b.vel / vl}

    | _ -> b;;



let boid_check_x_bounds b =
  match b with
    | _ when b.pos.x < WALL ->
        {b with 
           vel = {b.vel with 
                    x = b.vel.x + WALL_FORCE}};

    | _ when b.pos.x > (WIDTH - WALL) ->
        {b with 
           vel = {b.vel with 
                    x = b.vel.x - WALL_FORCE}};

    | _ -> b;;


let boid_check_y_bounds b =
  match b with
    | _ when b.pos.y < WALL ->
        {b with 
           vel = {b.vel with 
                    y = b.vel.y + WALL_FORCE}};

    | _ when b.pos.y > (WIDTH - WALL) ->
        {b with 
           vel = {b.vel with 
                    y = b.vel.y - WALL_FORCE}};

    | _ -> b;;


let boid_rule1 b_sum count =
  fun (b) ->
    {b with
       vel = b.vel + ((((b_sum.pos - b.pos) * (1. / (count - 1.))) - b.pos) * R1_CONST) };;


let boid_rule2 bl count = 
  fun (b:boid) ->
    let (_, nbl) = b.neighbors(R2_RANGE, bl) in
    let r2b = List.fold_left(fun b1 b2 -> b1 - (b2 - b)) boid_init nbl in
    { b with
        vel = b.vel + ((r2b.pos * (1. / (count - 1.))) * R2_CONST) };;


let boid_rule3 b_sum count =
  fun b ->
    {b with
       vel = b.vel + ((((b_sum.vel - b.vel) * (1. / (count - 1.))) - b.vel) * R3_CONST) };;


let boid_apply_rules b bl b_sum count = 
    b |> boid_check_y_bounds |> boid_check_x_bounds |> boid_rule1 b_sum count |> boid_rule2 bl count |>  
        boid_rule3 b_sum count |> boid_limit_vel |>  boid_adjust_v_to_fps |> fun b -> b.update_pos();;


let get_wall() = 
  let height = Convert.ToInt32(HEIGHT) in
  let width = Convert.ToInt32(WIDTH) in
  let wl = Convert.ToInt32(WALL) in
  [|new Drawing.Point(wl, wl);
    new Drawing.Point(wl, height - wl);
    new Drawing.Point(width - wl, height - wl);
    new Drawing.Point(width - wl, wl) 
  |];;


type BoidControl = class
    inherit UserControl as base
    
    val mutable boidList:(boid list);
    val brap:(Drawing.Point array);
    val count:double;
    val timer:Timer;
    
    new(bl:(boid list)) as this = {                                               
        boidList = bl;                                               
        count = bl |> List.length |> Convert.ToDouble;
        timer = new Timer();
        brap = get_wall();
    } then this.init();
    
    member this.init() = 
        let height = Convert.ToInt32(HEIGHT) in
        let width = Convert.ToInt32(WIDTH) in
        let size = new Drawing.Size(width, height) in

        base.Width <- width;
        base.Height <- height;
        base.MinimumSize <- size;
        base.MaximumSize <- size;
        base.BackColor <- Drawing.Color.White;
        base.SetStyle (ControlStyles.UserPaint, true);
        base.SetStyle (ControlStyles.DoubleBuffer, true);
        base.SetStyle (ControlStyles.AllPaintingInWmPaint, true);

        this.timer.Interval <- FPS;
        this.timer.Tick.Add(fun _ ->
                            this.tick(););

        this.timer.Start();

    member this.boids_update() =
        let b_sum = boid_sum_list this.boidList in
        let al = [for b in this.boidList -> async { return boid_apply_rules b this.boidList b_sum this.count }] |> Async.Parallel in 
        this.boidList <- (Async.Run(al) |> Array.to_list);
        ();
    
    override this.OnPaint e =
        let g = e.Graphics in
        List.iter(fun b -> 
            let x = Convert.ToInt32(b.pos.x) in
            let y = Convert.ToInt32(b.pos.y) in
            let bp1 = new Drawing.Point(x - RECT_HW, y - RECT_HW) in 
            let bp2 = new Drawing.Point(x - RECT_HW, y + RECT_HW) in 
            let bp3 = new Drawing.Point(x + RECT_HW, y + RECT_HW) in 
            let bp4 = new Drawing.Point(x + RECT_HW, y - RECT_HW) in 
            g.FillPolygon(Drawing.Brushes.Red, [|bp1; bp2; bp3; bp4|]);) this.boidList;
        
        g.DrawPolygon(Drawing.Pens.Blue, this.brap);
    
    member this.tick() =
        this.boids_update();
        this.Invalidate();
                
    
end;;


[]
do

  let height = Convert.ToInt32(HEIGHT) in
  let width = Convert.ToInt32(WIDTH) in
  let size = new Drawing.Size(width, height) in

  let bl = [for x in 1..BOID_COUNT -> {pos = {x = 50. + rand_double(WIDTH - 50.); 
                                              y = 50. + rand_double(HEIGHT - 50.)};
                                       vel = vector_init }] in
  let mw = new Form() in
  let bc = new BoidControl(bl) in
  mw.Controls.Add(bc);
  mw.ClientSize <- size;
  mw.MaximumSize <- mw.Size;
  mw.MinimumSize <- mw.Size;
  mw.Text <- "Boids";
  mw.Show();
  Application.Run(mw);;

Monday, May 5, 2008

Boids!

I've got revision one of my boids simulation done. I'll post more details and code later, but for now here is screen capture.