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sketch.js
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sketch.js
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let boids = [];
// implement play/pause button
let play = false;
let btn_play = document.getElementById("btn_play");
btn_play.addEventListener("click", function() {
play = !play;
if (play) {
document.getElementById("btn_play").innerHTML = "Pause II";
} else {
document.getElementById("btn_play").innerHTML = "Play >";
}
});
function setup() {
let canvas = createCanvas(720, 480);
canvas.parent('canvas');
// draw background
background(235);
// Add an initial set of boids into the system
for (let i = 0; i < 100; i++) {
boids[i] = new Boid(random(width), random(height));
}
// Infect first boid
boids[0].sir = SIR.I;
}
function draw() {
if (play) {
background(235);
// Run all the boids
for (let i = 0; i < boids.length; i++) {
boids[i].run(boids);
}
}
}
// get range elements
var I_dist = document.getElementById("I_dist");
var I_rate = document.getElementById("I_rate");
var R_rate = document.getElementById("R_rate");
var S_rate = document.getElementById("S_rate");
// set labels to initial values
document.getElementById("lbl_I_dist").innerHTML = I_dist.value;
document.getElementById("lbl_I_rate").innerHTML = I_rate.value;
document.getElementById("lbl_R_rate").innerHTML = R_rate.value;
document.getElementById("lbl_S_rate").innerHTML = S_rate.value;
// SIR states
var SIR = {
S: {
id : 0,
name: "Susceptible",
fill: [255, 255, 0],
stroke: [255, 255, 0]
},
I: {
id : 1,
name: "Infected",
infection_distance: I_dist.value, // 50
infection: I_rate.value / 30000, //0.005
recovery: R_rate.value / 1000000, // 0.0002,
fill: [255, 0, 0],
stroke: [255, 0, 0]
},
R: {
id : 2,
name: "Recovered",
loose_immunity: S_rate.value / 500000, //0.0001,
fill: [0, 255, 0],
stroke: [0, 255, 0]
}
};
// set event listeners for range elements
I_dist.addEventListener("input", function() {
// update SIR model
SIR.I.infection_distance = I_dist.value;
// update label
document.getElementById("lbl_I_dist").innerHTML = I_dist.value;
});
I_rate.addEventListener("input", function() {
// update SIR model
SIR.I.infection = I_rate.value / 30000;
// update label
document.getElementById("lbl_I_rate").innerHTML = I_rate.value;
});
R_rate.addEventListener("input", function() {
// update SIR model
SIR.I.recovery = R_rate.value / 1000000;
// update label
document.getElementById("lbl_R_rate").innerHTML = R_rate.value;
});
S_rate.addEventListener("input", function() {
// update SIR model
SIR.R.loose_immunity = S_rate.value / 500000;
// update label
document.getElementById("lbl_S_rate").innerHTML = S_rate.value;
});
// Boid class
// Methods for Separation, Cohesion, Alignment added
class Boid {
constructor(x, y) {
this.acceleration = createVector(0, 0);
this.velocity = p5.Vector.random2D();
this.position = createVector(x, y);
this.r = 3.0;
this.maxspeed = 3; // Maximum speed
this.maxforce = 0.05; // Maximum steering force
this.sir = SIR.S;
}
run(boids) {
this.flock(boids);
this.update();
this.update_sir();
this.borders();
this.render();
}
// Forces go into acceleration
applyForce(force) {
this.acceleration.add(force);
}
// We accumulate a new acceleration each time based on three rules
flock(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(2.5);
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
update() {
// Update velocity
this.velocity.add(this.acceleration);
// Limit speed
this.velocity.limit(this.maxspeed);
this.position.add(this.velocity);
// Reset acceleration to 0 each cycle
this.acceleration.mult(0);
}
// A method that calculates and applies a steering force towards a target
// STEER = DESIRED MINUS VELOCITY
seek(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;
}
// Draw boid as a circle
render() {
fill(this.sir.fill);
stroke(this.sir.stroke);
ellipse(this.position.x, this.position.y, 16, 16);
}
// Wraparound
borders() {
if (this.position.x < -this.r) this.position.x = width + this.r;
if (this.position.y < -this.r) this.position.y = height + this.r;
if (this.position.x > width + this.r) this.position.x = -this.r;
if (this.position.y > height + this.r) this.position.y = -this.r;
}
// Separation
// Method checks for nearby boids and steers away
separate(boids) {
let desiredseparation = 25.0;
let steer = 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
align(boids) {
let neighbordist = 50;
let sum = 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 createVector(0, 0);
}
}
// Cohesion
// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
cohesion(boids) {
let neighbordist = 50;
let sum = 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 createVector(0, 0);
}
}
// Update SIR state
update_sir() {
for (let i = 0; i < boids.length; i++) {
let d = p5.Vector.dist(this.position, boids[i].position);
if ((d > 0) && (d < SIR.I.infection_distance)) {
// If infected, infect susceptible neighbor
if (this.sir === SIR.I && boids[i].sir === SIR.S && Math.random() < SIR.I.infection) {
boids[i].sir = SIR.I;
}
}
// If infected, recover
if (this.sir === SIR.I && Math.random() < SIR.I.recovery) {
this.sir = SIR.R;
}
// If recovered, loose immunity
if (this.sir === SIR.R && Math.random() < SIR.R.loose_immunity) {
this.sir = SIR.S;
}
}
}
};