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path: root/resources/js/component.js
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class Component {

    constructor(context, radius, color, x, y, direction, id) {
        this.rayLength = 40;
        this.turnStepAmount = 5;
        this.stepAmount = 4;
        this.radius = radius;
        this.x = x;
        this.y = y;
        this.direction = direction;
        this.color = color;
        this.fieldOfView = 180;
        this.id = id;
        this.boidBuffer = 20;

        this.update(context);
    }

    move(context, boids) {
        // this.direction += Math.random() * (2 * this.turnStepAmount) - this.turnStepAmount

        this.direction = this.findNextRay(context, boids);

        var vector = this.detectionPoint(this.x, this.y, this.stepAmount, this.direction);
        this.x = vector.x;
        this.y = vector.y;

        this.update(context);
    }

    buildRays() {
        let rays = new Array();

        let rayInteval = 2;
        let noOfSteps = this.fieldOfView / rayInteval;
        for (let i = 0; i < noOfSteps / 2; i++) {
            if (i != 0) {
                rays.push(rayInteval * -i);
            }
            rays.push(rayInteval * i);
        }

        return rays;
    }

    findNextRay(context, boids) {
        let rays = this.buildRays();

        for (let i = 0; i < rays.length; i++) {
            let tweakAngle = 0;
            // if (Math.random() > 0.95) {
            //     tweakAngle = this.turnStepAmount * Math.random() * 5;
            // }

            let rayAngle = tweakAngle + this.direction + rays[i];

            if (i == 0 && this.detectBoid(context, rayAngle, boids)) {
                continue;
            }

            if (this.detectBox(context, context.canvas.width, context.canvas.height, rayAngle)) {
                continue;
            }

            return rayAngle;
        }
        console.log(this.x, this.y);
        console.log('cannot find suitable ray');
    }

    detectBoid(context, direction, boids) {
        for (let i = 0; i < boids.length; i++) {
            // rule out ourselves
            if (this.id == boids[i].id) {
                continue;
            }

            let thisFututrePosition = this.detectionPoint(this.x, this.y, this.boidBuffer, direction);
            let thisPath = {
                x1: this.x,
                y1: this.y,
                x2: thisFututrePosition.x,
                y2: thisFututrePosition.y
            };

            let boidFuturePosition = this.detectionPoint(boids[i].x, boids[i].y, boids[i].boidBuffer, boids[i].direction);
            let boidPath = {
                x1: boids[i].x,
                y1: boids[i].y,
                x2: boidFuturePosition.x,
                y2: boidFuturePosition.y
            };

            let thisIntersectsBoid = this.pathsIntersect(
                thisPath.x1, thisPath.y1, thisPath.x2, thisPath.y2, boidPath.x1, boidPath.y1, boidPath.x2, boidPath.y2
            );

            if (thisIntersectsBoid) {
                return true;
            }
        }

        return false;
    }

    pathsIntersect(x1, y1, x2, y2, x3, y3, x4, y4) {
        // Check if none of the lines are of length 0
        if ((x1 === x2 && y1 === y2) || (x3 === x4 && y3 === y4)) {
            return false
        }

        let denominator = ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1))

        // // Lines are parallel
        // if (denominator === 0) {
        //     return false
        // }

        let ua = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / denominator
        let ub = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / denominator

        // is the intersection along the segments
        if (ua < 0 || ua > 1 || ub < 0 || ub > 1) {
            return false
        }

        // Return a object with the x and y coordinates of the intersection
        let x = x1 + ua * (x2 - x1)
        let y = y1 + ua * (y2 - y1)

        return {
            x,
            y
        }
    }

    detectBox(context, width, height, direction) {
        let perceptionVector = this.detectionPoint(this.x, this.y, this.rayLength, direction);

        if (perceptionVector.x - this.radius < 0 ||
            perceptionVector.y - this.radius < 0 ||
            perceptionVector.x + this.radius > width - 0 ||
            perceptionVector.y + this.radius > height - 0
        ) {
            return true;
        }

        return false;
    }

    update(context) {
        this.drawBoid(context);
        this.drawRay(context, this.x, this.y, this.rayLength, this.direction);
    }

    drawBoid(context) {
        context.beginPath();
        context.fillStyle = "blue";
        context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
        context.stroke();
        context.restore();
    }

    drawRay(context, x, y, perceptionDistance, direction) {
        context.lineWidth = 1;

        context.beginPath();
        this.lineToAngle(context, x, y, perceptionDistance, direction);
        context.stroke();

        context.restore();
    }

    lineToAngle(context, x1, y1, length, angle) {

        angle *= Math.PI / 180;

        var x2 = x1 + length * Math.cos(angle),
            y2 = y1 + length * Math.sin(angle);

        context.moveTo(x1, y1);
        context.lineTo(x2, y2);

        return {
            x: x2,
            y: y2
        };
    }

    detectionPoint(x1, y1, length, angle) {
        angle *= Math.PI / 180;

        var x2 = x1 + length * Math.cos(angle),
            y2 = y1 + length * Math.sin(angle);

        return {
            x: x2,
            y: y2
        };
    }

}