optimization
This commit is contained in:
parent
b06bf13382
commit
2e05895a92
31
Boid.java
31
Boid.java
@ -3,12 +3,15 @@ import java.util.ArrayList;
|
||||
import java.util.Random;
|
||||
|
||||
public class Boid extends PhysicsObject implements Drawable {
|
||||
public Boid(int width, int height) {
|
||||
private int group;
|
||||
|
||||
public Boid(int width, int height, int group) {
|
||||
super(0, 0, 0, 0);
|
||||
Random r = new Random();
|
||||
this.x = r.nextInt(width);
|
||||
this.y = r.nextInt(height);
|
||||
this.apply_force(r.nextFloat() * 2 - 1, r.nextFloat() * 2 - 1, 1);
|
||||
this.group = group;
|
||||
}
|
||||
|
||||
@Override
|
||||
@ -16,22 +19,34 @@ public class Boid extends PhysicsObject implements Drawable {
|
||||
g.fillOval((int) x, (int) y, 2, 2);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void simulate() {
|
||||
public void simulate(int group) {
|
||||
super.simulate();
|
||||
ArrayList<PhysicsObject> others = ChunkManager.get_objects((int) x, (int) y);
|
||||
|
||||
if (others.size() == 0)
|
||||
// Gruppen werden zeitversetzt aktualisiert um die Performance zu verbessern
|
||||
if (this.group != group)
|
||||
return;
|
||||
|
||||
for (PhysicsObject o : others) {
|
||||
ArrayList<PhysicsObject> others = ChunkManager.get_objects((int) x, (int) y);
|
||||
|
||||
int other_count = others.size();
|
||||
|
||||
if (other_count == 0)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < other_count; i++) {
|
||||
// Überprüfung teilweise überspringen, wenn es zu viele objekte in der Nähe gibt
|
||||
if ((i + group) % Math.max(1, other_count / 16) != 1)
|
||||
continue;
|
||||
|
||||
PhysicsObject o = others.get(i);
|
||||
double dist = this.get_sqr_distance(o);
|
||||
if (dist < 500 && dist > 20) {
|
||||
// Rule 1: collect in groups
|
||||
// Regel 1: Zu anderen hin bewegen
|
||||
this.apply_force(o.x - x, o.y - y, (float) Math.min(0.005 / dist, 1));
|
||||
// Regel 3: In die Richtung der anderen fliegen
|
||||
this.apply_force(o.v_x, o.v_y, 0.005f);
|
||||
} else if (dist < 20) {
|
||||
// Rule 2: keep distance
|
||||
// Regel 2: Abstand halten
|
||||
this.apply_force(x - o.x, y - o.y, (float) Math.min(0.005 / dist, 1));
|
||||
}
|
||||
}
|
||||
|
@ -20,14 +20,17 @@ public class Display extends JFrame {
|
||||
|
||||
@Override
|
||||
public void paint(Graphics g) {
|
||||
// Doppelpuffer um Flackern zu verhindern
|
||||
BufferedImage b = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
|
||||
Graphics bg = b.getGraphics();
|
||||
|
||||
bg.setColor(Color.BLACK);
|
||||
bg.fillRect(0, 0, width, height);
|
||||
bg.setColor(Color.WHITE);
|
||||
for (Drawable d : dc.get_drawables()) {
|
||||
d.draw(bg);
|
||||
}
|
||||
|
||||
g.drawImage(b,0, 0, width, height, Color.BLACK, this);
|
||||
}
|
||||
}
|
||||
|
@ -24,7 +24,7 @@ public class Main implements DrawableCollection {
|
||||
public Main() {
|
||||
boids = new Boid[BOID_COUNT];
|
||||
for (int i = 0; i < BOID_COUNT; i++) {
|
||||
boids[i] = new Boid(WIDTH, HEIGHT);
|
||||
boids[i] = new Boid(WIDTH, HEIGHT, i % 16);
|
||||
}
|
||||
|
||||
d = new Display(WIDTH, HEIGHT, this);
|
||||
@ -34,8 +34,8 @@ public class Main implements DrawableCollection {
|
||||
new Timer().scheduleAtFixedRate(new TimerTask() {
|
||||
@Override
|
||||
public void run() {
|
||||
for (Boid b : boids) {
|
||||
b.simulate();
|
||||
for (int i = 0; i < BOID_COUNT; i++) {
|
||||
boids[i].simulate(i % 16);
|
||||
}
|
||||
ChunkManager.clear();
|
||||
for (Boid b : boids) {
|
||||
|
@ -29,7 +29,7 @@ public class PhysicsObject {
|
||||
}
|
||||
|
||||
public void apply_force(float x, float y, float factor) {
|
||||
if (x == 0 && y == 0)
|
||||
if ((x == 0 && y == 0) || factor == 0)
|
||||
return;
|
||||
double len = Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2));
|
||||
v_x += (x / len) * factor;
|
||||
|
Loading…
x
Reference in New Issue
Block a user