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three-boids

v0.0.7

Published

Javascript Boid Simulation library

Downloads

15

Readme

3D Boids Simulation Tool

NPM Package DeepScan

Boid Simulation

Description

three-boids-js is a JavaScript library that aims to provide a straightforward API to create and control flocking/schooling entities(boids) with minimal setup.

Features

  • Easy Setup: Quickly initialize boid simulations with a simple configuration.
  • Customizable Behavior: Take controll over a variety parameters to tweak the boid behavior, update parameters in real time using the debug panel.
  • Performance Optimized: Efficiently handles large numbers of boids with smooth animations.
    • Instanced Meshes All boid meshes are dynamically instanced, resulting in only 1 draw call
    • Octree and BVH Optimized raycasting takes advantage of special datastructures to effectively nullify cost
  • Object Avoidance: Easily add objects for boids to avoid. Uses Optimized raycasting algorithms with tweakable parameters

Quick Start

Install three-boids npm package:

npm i three-boids

then

import BOIDS from 'three-boids'

Create a standard three.js project, then

//create a boundning box and new boids instance
const box = new THREE.Box3(new THREE.Vector3(-5,-5,-5),new THREE.Vector3(5,5,5))
const boids = new BOIDS(scene,box)

//initiate the boid simulation
boids.initBoids(200)

//add a mesh for the boids
const geometry=new THREE.ConeGeometry(0.2,0.9,3)
geometry.rotateX(-Math.PI * 0.5);
const mesh= new THREE.Mesh(geometry,new THREE.MeshBasicMaterial({color:"blue"}))
boids.setModelMesh(mesh,2)

//initiate the boids vision and add objects to avoid
boids.initVision()
const environmentObject= new THREE.Mesh(new THREE.BoxGeometry(1,1,1), new THREE.MeshBasicMaterial())
boids.addEnvironmentObjects([environmentObject],true)

//within your tick function, update the simulation
boids.update(elapsedTime,deltaTime)

API Reference

Initialisation

| Method | Description | Default | |----------|----------|----------| | setParameters({parameters})|Sets the start up boid parameters|{visualRange:0.75046, protectedRange:0.38377, enviromentVision:0.5, objectAvoidFactor:1, cohesionFactor:0.00408, matchingFactor:0.06312, seperationFactor:0.19269, minSpeed:2.379, maxSpeed:5.206, turnFactor:0.201}| | initBoids(count) | Creates a new Boids instance, setting up the logic and setting the simulation running | 200 | | initVision() | Creates a new raycasting instance | |

General

| Method | Description | Default | |----------|----------|----------| | setModelMesh(model,scale,customMaterial) | Create mesh for every boid and add to scene. Add a custom material if you want a different material to the supplied mesh | | | changeModelMesh(model,scale,customMaterial) | Changes the mesh for every boid. Add a custom material if you want a different material to the supplied mesh | | | addBoid(count)|Adds count amount of boids to the simulation|| | removeBoid(count)|Removes count amount of boids to the simulation|| | getBoidArray()|Exposes an array containing boid positions and directions|| | addEnvironmentObjects(enviromentObjects,reset) | Adds new objects for boids to see | reset = false |

Each Frame

| Method | Description | Default | |----------|----------|----------| | update(elapsedTime,deltaTime) | Updates the Simulation | |

Debug

| Method | Description | Default | |----------|----------|----------| | addDebug(gui) | Adds debug panel to the scene | | | resetDebug(gui) | Resets the debug panel | |

Controls

General Controls:

  • View FPS: Toggles "Frames Per Second" display
  • Pause Simulation: Pauses Simulation

Boid Controls:

  • Show Bounding Box: Shows/Hides the Bounding box
  • Entity Count: The amount of boids currently on screen
  • Object Avoid Factor: The force at which boids avoid world objects
  • Object Visual Range: The distance at which boids see world objects
  • Cohesion Factor: Adjust how strongly boids are attracted to the center of the flock.
  • Alignment Factor: Control how much boids try to match the velocity of neighbor boids within their visual range
  • Separation Factor: The force at which boids avoid neighbor boids within their protected range
  • Matching Factor: The force at which boids align velociy with neighbor boids within their visual range
  • Turn Factor: The force at which boids turn around when out of bounds
  • Min Speed: Set the minimum speed of boids.
  • Max Speed: Set the maximum speed of boids.
  • Visual Range: Adjust the range in which boids detect and react to nearby flockmates.
  • Protected Range: Define the area in which boids are protected from external disturbances.

Environment Vision Controls:

  • Show Rays: Toggles display of ray targets. This represents the angle that the boid can see
  • Ray Count: How many rays the boid casts per environment check
  • Ray Angle: The angle at which the boid casts rays
  • Ray Distance: The distance at which a collision is counted

Future Goals

  • Move the boid logic onto the gpu, using THREE.js/webGL GPGPU
  • Add support for attraction/repulsion objects

Performance

This implementation of the boids algorithm runs on the cpu. As such it has a O(N2) time complexity. FPS does take a hit once you pass 500 entities. Onced moved onto the gpu, we should be able to handle orders of magnitude more

References