├── .gitignore
├── nboids.png
├── preview.gif
├── run_ss.py
├── example_scene.py
├── README.md
├── pixelboids_old.py
├── pynboids.py
├── pixelboids.py
├── pynboids2.py
├── nboids_ss.py
├── pynboids_desktop.py
├── pynboids_sp.py
└── LICENSE.md
/.gitignore:
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1 | __pycache__
2 |
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/nboids.png:
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https://raw.githubusercontent.com/Nikorasu/PyNBoids/HEAD/nboids.png
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/preview.gif:
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https://raw.githubusercontent.com/Nikorasu/PyNBoids/HEAD/preview.gif
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/run_ss.py:
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1 | #!/usr/bin/env python3
2 | from subprocess import getoutput, call
3 | from time import sleep
4 | '''
5 | NBoids screensaver launcher, Linux ONLY, requires xprintidle
6 | This version uses subprocess.call() to launch the screensaver, to avoid memory leak.
7 | Copyright (c) 2022 Nikolaus Stromberg github.com/Nikorasu/PyNBoids
8 | '''
9 | SAVERTIME = 900 # How long before the screensaver starts, in seconds
10 |
11 | if __name__ == '__main__':
12 | while True:
13 | sleep(60)
14 | idletime = int(getoutput('xprintidle')) / 1000
15 | if idletime > SAVERTIME: call('./nboids_ss.py')
16 |
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/example_scene.py:
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1 | #!/usr/bin/env python3
2 | from pynboids import Boid
3 | from random import randint
4 | from math import cos
5 | import pygame as pg
6 | '''
7 | Boid Import Example, Fish Tank Scene.
8 | Copyright (c) 2021 Nikolaus Stromberg
9 | '''
10 | BPL = 42 # How many boids per layer
11 | FLLSCRN = True # True for Fullscreen, or False for Window.
12 | WRAP = False # False avoids edges, True wraps boids to other side.
13 | BGCOLOR = (0, 0, 48) # Background color in RGB.
14 | FPS = 48 # 30-90
15 |
16 | def main():
17 | pg.init()
18 | pg.display.set_caption("Fish Tank")
19 | currentRez = (pg.display.Info().current_w, pg.display.Info().current_h)
20 | if FLLSCRN:
21 | screen = pg.display.set_mode(currentRez, pg.SCALED)
22 | pg.mouse.set_visible(False)
23 | else: screen = pg.display.set_mode((int(currentRez[0]*0.99),int(currentRez[1]*0.94)), pg.SCALED | pg.RESIZABLE)
24 |
25 | bg_surf = pg.Surface((screen.get_width()*1.1, screen.get_height()*1.1))
26 | bg_surf.set_colorkey(0)
27 | top_surf = pg.Surface((screen.get_width(), screen.get_height()))
28 | top_surf.set_colorkey(0)
29 | bg_Boids = pg.sprite.Group()
30 | front_Boids = pg.sprite.Group()
31 | # goldfish: randint(10,60) noblues: (((randint(120,300)+180)%360),35,35)
32 | for n in range(BPL):
33 | bg_Boids.add(Boid(bg_surf, True, (((randint(120,300) + 180) % 360),35,35)))
34 | front_Boids.add(Boid(top_surf, True, (((randint(120,300) + 180) % 360),95,95)))
35 | bgBoids = bg_Boids.sprites()
36 | frontBoids = front_Boids.sprites()
37 |
38 | #Bubbles = pg.sprite.Group()
39 | #for b in range(10):
40 | # Bubbles.add(Bubble(top_surf))
41 |
42 | clock = pg.time.Clock()
43 | while True:
44 | for e in pg.event.get():
45 | if e.type == pg.QUIT or e.type == pg.KEYDOWN and e.key == pg.K_ESCAPE:
46 | return
47 |
48 | dt = clock.tick(FPS) / 1000
49 |
50 | bg_surf.fill(0)
51 | top_surf.fill(0)
52 | screen.fill(BGCOLOR)
53 |
54 | bg_Boids.update(bgBoids, dt, WRAP)
55 | #Bubbles.update(dt, FPS)
56 | front_Boids.update(frontBoids, dt, WRAP)
57 |
58 | bg_Boids.draw(bg_surf)
59 | bg_surf2 = pg.transform.scale(bg_surf,screen.get_size())
60 | #screen.blit(bg_surf2, (0,0))
61 | #Bubbles.draw(top_surf)
62 | front_Boids.draw(top_surf)
63 | top_surf2 = pg.transform.scale(top_surf,screen.get_size())
64 | #screen.blit(top_surf2, (0,0))
65 | screen.blits([(bg_surf2, (0,0)), (top_surf2, (0,0))])
66 | pg.display.update()
67 |
68 | if __name__ == '__main__':
69 | main() # by Nik
70 | pg.quit()
71 |
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/README.md:
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1 | # PyNBoids
2 | 
3 |
4 | ### A Python Boids Simulation
5 | This is a [Boids simulation](https://en.wikipedia.org/wiki/Boids "Wikipedia"),
6 | written in Python3, with Pygame2 and NumPy.
7 |
8 | **To use:** Save the `pynboids_sp.py` file (and `nboids.png` if you want the
9 | icon, not required) and run via python. (Example: `python3 pynboids.py`)
10 |
11 | `Esc` key to quit.
12 |
13 | I've included several customizable settings near the top of the code.
14 | You can adjust window size, fullscreen, fps, and how many boids to spawn,
15 | as well as whether they avoid the screen edges or wrap to the other side,
16 | change the background color, or turn the boids into fish! ;)
17 |
18 | ##### Update (11/14/22):
19 | Minor updates to several files. New `nboids_ss.py` version is a linux-only
20 | pseudo-screensaver that **_requires_** _xprintidle_ be installed. BUT, due
21 | to a possible memory leak, the screensaver must be started using `run_ss.py`.
22 |
23 | ##### Update (5/20/21):
24 | New `pynboids_sp.py` version, implements a spatial partitioning grid to
25 | improve efficiency of detecting other boids. Most efficient version so far!
26 |
27 | ##### Update (5/16/21):
28 | Added `pynboids2.py` version, an update to the original pynboids, with numpy
29 | array methods from pixelboids.py to improve efficiency. 2x more boids then b4.
30 |
31 | ##### Update (5/14/21):
32 | Added `pixelboids.py` version, draws boids as pixels in surfarray that fades
33 | as they move. Distance sorting & for-loop math replaced with numpy array math.
34 | Uses a fading surfArray to create tails, pixelation makes them look animated.
35 |
36 | #### Special Thanks: (Let me know if I forgot anyone.)
37 | I couldn't have gotten this far without the Pygame Discord channel:
38 | CozyFractal, for help with the spatial partition grid & improving efficiency.
39 | Mega_JC, Ghast, and bydariogamer, for answering various questions I had.
40 |
41 | For more information, and future updates,
42 | [see github page](https://github.com/Nikorasu/PyNBoids "PyNBoids").
43 |
44 | ---
45 |
46 | This program is free software: you can redistribute it and/or modify
47 | it under the terms of the GNU General Public License as published by
48 | the Free Software Foundation.
49 |
50 | This program is distributed in the hope that it will be useful,
51 | but WITHOUT ANY WARRANTY; without even the implied warranty of
52 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
53 | GNU General Public License for more details.
54 |
55 | You should have received a copy of the GNU General Public License
56 | along with this program.
57 | If not, see: https://www.gnu.org/licenses/gpl-3.0.html
58 |
59 | ###### Copyright (c) 2021 Nikolaus Stromberg - nikorasu85@gmail.com
60 |
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/pixelboids_old.py:
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1 | #!/usr/bin/env python3
2 | from math import pi, sin, cos, atan2, radians, degrees
3 | from random import randint
4 | import pygame as pg
5 | import numpy as np
6 |
7 | # PixelBoids - Alternate Boids drawn to surfarray, using numpy a little.
8 | # Copyright (c) 2021 Nikolaus Stromberg nikorasu85@gmail.com
9 |
10 | FLLSCRN = True # True for Fullscreen, or False for Window.
11 | BOIDZ = 100 # Number of Boids
12 | WIDTH = 1200 # default 1200
13 | HEIGHT = 800 # default 800
14 | FPS = 60 # 48-90
15 | PRATIO = 5 # Pixel Size for Pheromone grid
16 |
17 | class BoidPix():
18 | def __init__(self, surfArray):
19 | self.sArray = surfArray
20 | self.maxW = surfArray.surfSize[0]
21 | self.maxH = surfArray.surfSize[1]
22 | self.color = pg.Color(0) # preps color so we can use hsva
23 | self.color.hsva = (randint(0,360), 85, 85)
24 | self.ang = randint(0, 360) # random start angle, and position
25 | self.dir = pg.Vector2(1, 0).rotate(self.ang)
26 | self.pos = (randint(10, self.maxW - 10), randint(10, self.maxH - 10))
27 | def update(self, dt):
28 | turnDir = xvt = yvt = yat = xat = 0
29 | # Get list of nearby boids, sorted by distance
30 | neiboids = sorted([
31 | iBoid for iBoid in self.allBoids
32 | if pg.Vector2(iBoid.pos).distance_to(self.pos) < 48 and iBoid != self ],
33 | key=lambda i: pg.Vector2(i.pos).distance_to(self.pos))
34 | del neiboids[7:] # keep 7 closest, dump the rest
35 | # When boid has neighborS (walrus sets ncount)
36 | if (ncount := len(neiboids)) > 1:
37 | nearestBoid = pg.Vector2(neiboids[0].pos)
38 | for nBoid in neiboids: # adds up neighbor vectors & angles for averaging
39 | xvt += nBoid.pos[0]
40 | yvt += nBoid.pos[1]
41 | yat += sin(radians(nBoid.ang))
42 | xat += cos(radians(nBoid.ang))
43 | tAvejAng = degrees(atan2(yat, xat)) #round()
44 | targetV = (xvt / ncount, yvt / ncount)
45 | # if too close, move away from closest neighbor
46 | if nearestBoid.distance_to(self.pos) < 4 : targetV = nearestBoid
47 | tDiff = pg.Vector2(targetV) - self.pos # get angle differences for steering
48 | tDistance, tAngle = pg.math.Vector2.as_polar(tDiff)
49 | # if boid is close enough to neighbors, match their average angle
50 | if tDistance < 16 : tAngle = tAvejAng # and ncount > 2
51 | # computes the difference to reach target angle, for smooth steering
52 | angleDiff = (tAngle - self.ang) + 180
53 | if abs(tAngle - self.ang) > 1: turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
54 | # if boid gets too close to target, steer away
55 | if tDistance < 4 and targetV == nearestBoid : turnDir = -turnDir
56 | # steers based on turnDir, handles left or right
57 | if turnDir != 0:
58 | self.ang += 2 * abs(turnDir) / turnDir
59 | self.ang %= 360 # ensures that the angle stays within 0-360
60 |
61 | self.dir = pg.Vector2(1, 0).rotate(self.ang).normalize()
62 | self.pos += self.dir * dt * (3 + (7-ncount)/14)
63 |
64 | # Edge Wrap
65 | if self.pos[1] <= 1 : self.pos[1] = self.maxH - 1
66 | elif self.pos[1] >= self.maxH : self.pos[1] = 1
67 | if self.pos[0] < 1 : self.pos[0] = self.maxW - 1
68 | elif self.pos[0] > self.maxW : self.pos[0] = 1
69 |
70 | self.sArray.img_array[(int(self.pos[0]),int(self.pos[1]))] = self.color[:3]
71 |
72 | def boidinput(self, boidList):
73 | self.allBoids = boidList
74 |
75 | class surfaceArray():
76 | def __init__(self, bigSize):
77 | self.surfSize = (bigSize[0]//PRATIO, bigSize[1]//PRATIO)
78 | self.image = pg.Surface(self.surfSize).convert()
79 | self.img_array = np.array(pg.surfarray.array3d(self.image),dtype=float)
80 | def update(self, dt):
81 | self.img_array[self.img_array > 0] -= 20 * (60/FPS) * ((dt/10) * FPS)
82 | self.img_array = self.img_array.clip(0,255)
83 | pg.surfarray.blit_array(self.image, self.img_array)
84 | return self.image
85 |
86 | def main():
87 | pg.init() # prepare window
88 | pg.display.set_caption("PixelBoids")
89 | # setup fullscreen or window mode
90 | if FLLSCRN: #screen = pg.display.set_mode((0,0), pg.FULLSCREEN)
91 | currentRez = (pg.display.Info().current_w, pg.display.Info().current_h)
92 | screen = pg.display.set_mode(currentRez, pg.SCALED)
93 | pg.mouse.set_visible(False)
94 | else: screen = pg.display.set_mode((WIDTH, HEIGHT)) #, pg.RESIZABLE)
95 |
96 | cur_w, cur_h = screen.get_size()
97 | screenSize = (cur_w, cur_h)
98 |
99 | drawLayer = surfaceArray(screenSize)
100 | boidList = []
101 | for n in range(BOIDZ) : boidList.append(BoidPix(drawLayer)) # spawns desired # of boidz
102 | for n in range(BOIDZ) : boidList[n].boidinput(boidList) # gives boids list of all boids
103 |
104 | clock = pg.time.Clock()
105 | fpsChecker = 0
106 |
107 | # main loop
108 | while True:
109 | for e in pg.event.get():
110 | if e.type == pg.QUIT or e.type == pg.KEYDOWN and e.key == pg.K_ESCAPE:
111 | return
112 |
113 | dt = clock.tick(FPS) / 100
114 |
115 | screen.fill(0)
116 |
117 | drawImg = drawLayer.update(dt)
118 | rescaled_img = pg.transform.scale(drawImg, (cur_w, cur_h))
119 | pg.Surface.blit(screen, rescaled_img, (0,0))
120 |
121 | for n in range(BOIDZ): boidList[n].update(dt)
122 |
123 | pg.display.update()
124 |
125 | fpsChecker+=1 #fpsChecker = 0 # must go before main loop
126 | if fpsChecker>=FPS: # quick debug to see fps in terminal
127 | print(round(clock.get_fps(),2))
128 | fpsChecker=0
129 |
130 | if __name__ == '__main__':
131 | main() # by Nik
132 | pg.quit()
133 |
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/pynboids.py:
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1 | #!/usr/bin/env python3
2 | from math import sin, cos, atan2, radians, degrees
3 | from random import randint
4 | import pygame as pg
5 | '''
6 | PyNBoids - my original Boids simulation - github.com/Nikorasu/PyNBoids
7 | Copyright (c) 2021 Nikolaus Stromberg nikorasu85@gmail.com
8 | '''
9 | FLLSCRN = False # True for Fullscreen, or False for Window
10 | BOIDZ = 88 # How many boids to spawn, may slow after 200ish
11 | WRAP = False # False avoids edges, True wraps boids to other side
12 | FISH = False # True will turn boids into fish
13 | BGCOLOR = (0, 0, 0) # Background color in RGB
14 | WIDTH = 1200 # default 1200
15 | HEIGHT = 800 # default 800
16 | FPS = 48 # 48-90
17 |
18 | class Boid(pg.sprite.Sprite):
19 | def __init__(self, drawSurf, isFish=False, cHSV=None):
20 | super().__init__()
21 | self.drawSurf = drawSurf
22 | self.image = pg.Surface((15, 15))
23 | self.image.set_colorkey(0)
24 | randColor = pg.Color(0) # preps color so we can use hsva
25 | randColor.hsva = (randint(0,360), 85, 85) if cHSV is None else cHSV # randint(10,60) goldfish
26 | if isFish: # (randint(120,300) + 180) % 360 noblues
27 | pg.draw.polygon(self.image, randColor, ((7,0), (12,5), (3,14), (11,14), (2,5), (7,0)), width=3)
28 | self.image = pg.transform.scale(self.image,(18,28))
29 | else : pg.draw.polygon(self.image, randColor, ((7,0), (13,14), (7,11), (1,14), (7,0)))
30 | self.pSpace = (self.image.get_width() + self.image.get_height()) / 2
31 | self.orig_image = pg.transform.rotate(self.image.copy(), -90)
32 | self.direction = pg.Vector2(1, 0) # sets up forward direction
33 | dS_w, dS_h = self.drawSurf.get_size()
34 | self.rect = self.image.get_rect(center=(randint(50, dS_w - 50), randint(50, dS_h - 50)))
35 | self.angle = randint(0, 360) # random start angle, and position ^
36 | self.pos = pg.Vector2(self.rect.center)
37 |
38 | def update(self, allBoids, dt, ejWrap=False): # behavior
39 | selfCenter = pg.Vector2(self.rect.center)
40 | curW, curH = self.drawSurf.get_size()
41 | turnDir = xvt = yvt = yat = xat = 0
42 | turnRate = 120 * dt
43 | margin = 48
44 | neiboids = sorted([ # gets list of nearby boids, sorted by distance
45 | iBoid for iBoid in allBoids
46 | if pg.Vector2(iBoid.rect.center).distance_to(selfCenter) < self.pSpace*12 and iBoid != self ],
47 | key=lambda i: pg.Vector2(i.rect.center).distance_to(selfCenter)) # 200
48 | del neiboids[7:] # keep 7 closest, dump the rest
49 | if (ncount := len(neiboids)) > 1: # when boid has neighborS (walrus sets ncount)
50 | nearestBoid = pg.Vector2(neiboids[0].rect.center)
51 | for nBoid in neiboids: # adds up neighbor vectors & angles for averaging
52 | xvt += nBoid.rect.centerx
53 | yvt += nBoid.rect.centery
54 | yat += sin(radians(nBoid.angle))
55 | xat += cos(radians(nBoid.angle))
56 | tAvejAng = degrees(atan2(yat, xat)) #round()
57 | targetV = (xvt / ncount, yvt / ncount)
58 | # if too close, move away from closest neighbor
59 | if selfCenter.distance_to(nearestBoid) < self.pSpace : targetV = nearestBoid
60 | tDiff = targetV - selfCenter # get angle differences for steering
61 | tDistance, tAngle = pg.math.Vector2.as_polar(tDiff)
62 | # if boid is close enough to neighbors, match their average angle
63 | if tDistance < self.pSpace*6 : tAngle = tAvejAng # and ncount > 2
64 | # computes the difference to reach target angle, for smooth steering
65 | angleDiff = (tAngle - self.angle) + 180
66 | if abs(tAngle - self.angle) > .8: turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
67 | # if boid gets too close to target, steer away
68 | if tDistance < self.pSpace and targetV == nearestBoid : turnDir = -turnDir
69 | # Avoid edges of screen by turning toward the edge normal-angle
70 | if not ejWrap and min(self.pos.x, self.pos.y, curW - self.pos.x, curH - self.pos.y) < margin:
71 | if self.pos.x < margin : tAngle = 0
72 | elif self.pos.x > curW - margin : tAngle = 180
73 | if self.pos.y < margin : tAngle = 90
74 | elif self.pos.y > curH - margin : tAngle = 270
75 | angleDiff = (tAngle - self.angle) + 180
76 | turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
77 | edgeDist = min(self.pos.x, self.pos.y, curW - self.pos.x, curH - self.pos.y)
78 | turnRate = turnRate + (1 - edgeDist / margin) * (20 - turnRate) #minRate+(1-dist/margin)*(maxRate-minRate)
79 | if turnDir != 0: # steers based on turnDir, handles left or right
80 | self.angle += turnRate * abs(turnDir) / turnDir
81 | self.angle %= 360 # ensures that the angle stays within 0-360
82 | # adjusts angle of boid image to match heading
83 | self.image = pg.transform.rotate(self.orig_image, -self.angle)
84 | self.rect = self.image.get_rect(center=self.rect.center) # recentering fix
85 | self.direction = pg.Vector2(1, 0).rotate(self.angle).normalize()
86 | next_pos = self.pos + self.direction * (180 + (7-ncount)**2) * dt #(3.5 + (7-ncount)/14) * (fps * dt)
87 | self.pos = next_pos
88 | # optional screen wrap
89 | if ejWrap and not self.drawSurf.get_rect().contains(self.rect):
90 | if self.rect.bottom < 0 : self.pos.y = curH
91 | elif self.rect.top > curH : self.pos.y = 0
92 | if self.rect.right < 0 : self.pos.x = curW
93 | elif self.rect.left > curW : self.pos.x = 0
94 | # actually update position of boid
95 | self.rect.center = self.pos
96 |
97 | def main():
98 | pg.init() # prepare window
99 | pg.display.set_caption("PyNBoids")
100 | try: pg.display.set_icon(pg.image.load("nboids.png"))
101 | except: print("FYI: nboids.png icon not found, skipping..")
102 | # setup fullscreen or window mode
103 | if FLLSCRN: #screen = pg.display.set_mode((0,0), pg.FULLSCREEN)
104 | currentRez = (pg.display.Info().current_w, pg.display.Info().current_h)
105 | screen = pg.display.set_mode(currentRez, pg.SCALED) # pg.display.toggle_fullscreen()
106 | pg.mouse.set_visible(False)
107 | else: screen = pg.display.set_mode((WIDTH, HEIGHT), pg.RESIZABLE)
108 | nBoids = pg.sprite.Group()
109 | for n in range(BOIDZ): # spawns desired # of boidz
110 | nBoids.add(Boid(screen, FISH))
111 | allBoids = nBoids.sprites()
112 | clock = pg.time.Clock()
113 | # main loop
114 | while True:
115 | for e in pg.event.get():
116 | if e.type == pg.QUIT or e.type == pg.KEYDOWN and e.key == pg.K_ESCAPE:
117 | return
118 |
119 | dt = clock.tick(FPS) / 1000
120 | screen.fill(BGCOLOR)
121 |
122 | nBoids.update(allBoids, dt, WRAP)
123 | nBoids.draw(screen)
124 | pg.display.update()
125 |
126 | if __name__ == '__main__':
127 | main() # by Nik
128 | pg.quit()
129 |
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/pixelboids.py:
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1 | #!/usr/bin/env python3
2 | from random import randint
3 | import pygame as pg
4 | import numpy as np
5 | '''
6 | PixelBoids - Pixel-based Boids simulation, drawn to a surfArray.
7 | Uses numpy array math instead of math lib. github.com/Nikorasu/PyNBoids
8 | Copyright (c) 2021 Nikolaus Stromberg nikorasu85@gmail.com
9 | '''
10 | FLLSCRN = True # True for Fullscreen, or False for Window
11 | BOIDZ = 100 # Number of Boids
12 | WIDTH = 1200 # Window Width (1200)
13 | HEIGHT = 800 # Window Height (800)
14 | PRATIO = 5 # Pixel Ratio for surfArray
15 | SPEED = 4 # Movement speed
16 | FADE = 30 # surfArray fade rate, controls tail length
17 | WRAP = False # False avoids edges, True wraps to other side
18 | FPS = 60 # 30-90
19 | SHOWFPS = False # frame rate debug
20 |
21 | class BoidPix():
22 | def __init__(self, boidNum, surfArray):
23 | self.bnum = boidNum
24 | self.data = surfArray
25 | self.maxW = surfArray.surfSize[0]
26 | self.maxH = surfArray.surfSize[1]
27 | self.color = pg.Color(0) # preps color so we can use hsva
28 | self.color.hsva = (randint(0, 360), 90, 90)
29 | self.ang = randint(0, 360) # random start ang and pos
30 | self.pos = (randint(10, self.maxW - 10), randint(10, self.maxH - 10))
31 | self.dir = pg.Vector2(1, 0).rotate(self.ang)
32 |
33 | def update(self, dt, speed, ejWrap):
34 | margin = 8
35 | turnRate = 10 * dt
36 | turnDir = xvt = yvt = yat = xat = 0
37 | otherBoids = np.delete(self.data.b_array, self.bnum, 0)
38 | # Make list of nearby boids, sorted by distance
39 | array_dists = (self.pos[0] - otherBoids[:,0])**2 + (self.pos[1] - otherBoids[:,1])**2
40 | closeBoidIs = np.argsort(array_dists)[:7]
41 | neiboids = otherBoids[closeBoidIs]
42 | neiboids[:,3] = np.sqrt(array_dists[closeBoidIs])
43 | neiboids = neiboids[neiboids[:,3] < 48]
44 | if neiboids.size > 0: # if has neighbors, do math and sim rules
45 | yat = np.sum(np.sin(np.deg2rad(neiboids[:,2])))
46 | xat = np.sum(np.cos(np.deg2rad(neiboids[:,2])))
47 | # averages the positions and angles of neighbors
48 | tAvejAng = np.rad2deg(np.arctan2(yat, xat))
49 | targetV = (np.mean(neiboids[:,0]), np.mean(neiboids[:,1]))
50 | # if too close, move away from closest neighbor
51 | if neiboids[0,3] < 4 : targetV = (neiboids[0,0], neiboids[0,1])
52 | # get angle differences for steering
53 | tDiff = pg.Vector2(targetV) - self.pos
54 | tDistance, tAngle = pg.math.Vector2.as_polar(tDiff)
55 | # if boid is close enough to neighbors, match their average angle
56 | if tDistance < 16 : tAngle = tAvejAng
57 | # computes the difference to reach target angle, for smooth steering
58 | angleDiff = (tAngle - self.ang) + 180
59 | if abs(tAngle - self.ang) > 1: turnDir = (angleDiff/360 - (angleDiff//360)) * 360 - 180
60 | # if boid gets too close to target, steer away
61 | if tDistance < 4 and targetV == (neiboids[0,0], neiboids[0,1]) : turnDir = -turnDir
62 | if not ejWrap and min(self.pos[0], self.pos[1], self.maxW - self.pos[0], self.maxH - self.pos[1]) < margin:
63 | if self.pos[0] < margin : tAngle = 0
64 | elif self.pos[0] > self.maxW - margin : tAngle = 180
65 | if self.pos[1] < margin : tAngle = 90
66 | elif self.pos[1] > self.maxH - margin : tAngle = 270
67 | angleDiff = (tAngle - self.ang) + 180 # if in margin, increase turnRate to ensure stays on screen
68 | turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
69 | edgeDist = min(self.pos[0], self.pos[1], self.maxW - self.pos[0], self.maxH - self.pos[1])
70 | turnRate = turnRate + (1 - edgeDist / margin) * (20 - turnRate) #minRate+(1-dist/margin)*(maxRate-minRate)
71 | # Steers based on turnDir, handles left or right
72 | if turnDir != 0:
73 | self.ang += turnRate * abs(turnDir) / turnDir # turn speed 10
74 | self.ang %= 360 # keeps angle within 0-360
75 | self.dir = pg.Vector2(1, 0).rotate(self.ang).normalize()
76 | self.pos += self.dir * dt * (speed + (7 - neiboids.size) / 14) # forward speed
77 | # Edge Wrap
78 | if self.pos[1] < 1 : self.pos[1] = self.maxH - 1
79 | elif self.pos[1] > self.maxH : self.pos[1] = 1
80 | if self.pos[0] < 1 : self.pos[0] = self.maxW - 1
81 | elif self.pos[0] > self.maxW : self.pos[0] = 1
82 | # Finally, output pos/ang to arrays
83 | self.data.b_array[self.bnum,:3] = [self.pos[0], self.pos[1], self.ang]
84 | self.data.img_array[(int(self.pos[0]), int(self.pos[1]))] = self.color[:3]
85 |
86 | class surfaceArray():
87 | def __init__(self, bigSize):
88 | self.surfSize = (bigSize[0]//PRATIO, bigSize[1]//PRATIO)
89 | self.image = pg.Surface(self.surfSize).convert()
90 | self.img_array = np.array(pg.surfarray.array3d(self.image), dtype=float)
91 | self.b_array = np.zeros((BOIDZ, 4), dtype=float)
92 | def update(self, dt):
93 | self.img_array[self.img_array > 0] -= FADE * (60/FPS/1.5) * ((dt/10) * FPS) # fade
94 | self.img_array = self.img_array.clip(0,255)
95 | pg.surfarray.blit_array(self.image, self.img_array)
96 | return self.image
97 |
98 | def main():
99 | pg.init() # prepare window
100 | pg.display.set_caption("PixelBoids")
101 | try: pg.display.set_icon(pg.image.load("nboids.png"))
102 | except: print("FYI: nboids.png icon not found, skipping..")
103 | # setup fullscreen or window mode
104 | if FLLSCRN: #screen = pg.display.set_mode((0,0), pg.FULLSCREEN)
105 | currentRez = (pg.display.Info().current_w, pg.display.Info().current_h)
106 | screen = pg.display.set_mode(currentRez, pg.SCALED)
107 | pg.mouse.set_visible(False)
108 | else: screen = pg.display.set_mode((WIDTH, HEIGHT))
109 |
110 | cur_w, cur_h = screen.get_size()
111 | screenSize = (cur_w, cur_h)
112 |
113 | drawLayer = surfaceArray(screenSize)
114 | boidList = []
115 | for n in range(BOIDZ) : boidList.append(BoidPix(n, drawLayer)) # spawns # of boidz
116 |
117 | clock = pg.time.Clock()
118 | if SHOWFPS : font = pg.font.Font(None, 30)
119 |
120 | # Main Loop
121 | while True:
122 | for e in pg.event.get():
123 | if e.type == pg.QUIT or e.type == pg.KEYDOWN and e.key == pg.K_ESCAPE:
124 | return
125 |
126 | dt = clock.tick(FPS) / 100
127 | screen.fill(0)
128 | # update all the boids
129 | for n in range(BOIDZ): boidList[n].update(dt, SPEED, WRAP)
130 |
131 | drawImg = drawLayer.update(dt)
132 | # resizes and draws the surfArray to screen
133 | rescaled_img = pg.transform.scale(drawImg, (cur_w, cur_h))
134 | pg.Surface.blit(screen, rescaled_img, (0,0))
135 | # debug option to show fps
136 | if SHOWFPS : screen.blit(font.render(str(int(clock.get_fps())), True, [0,200,0]), (8, 8))
137 |
138 | pg.display.update()
139 |
140 | if __name__ == '__main__':
141 | main() # by Nik
142 | pg.quit()
143 |
--------------------------------------------------------------------------------
/pynboids2.py:
--------------------------------------------------------------------------------
1 | #!/usr/bin/env python3
2 | from random import randint
3 | import pygame as pg
4 | import numpy as np
5 | '''
6 | PyNBoids - a Boids simulation - github.com/Nikorasu/PyNBoids
7 | Uses numpy array math instead of math lib, more efficient.
8 | Copyright (c) 2021 Nikolaus Stromberg nikorasu85@gmail.com
9 | '''
10 | FLLSCRN = True # True for Fullscreen, or False for Window
11 | BOIDZ = 150 # How many boids to spawn, too many may slow fps
12 | WRAP = False # False avoids edges, True wraps to other side
13 | FISH = False # True to turn boids into fish
14 | SPEED = 170 # Movement speed
15 | WIDTH = 1200 # Window Width (1200)
16 | HEIGHT = 800 # Window Height (800)
17 | BGCOLOR = (0, 0, 0) # Background color in RGB
18 | FPS = 60 # 30-90
19 | SHOWFPS = False # show frame rate
20 |
21 | class Boid(pg.sprite.Sprite):
22 | def __init__(self, boidNum, data, drawSurf, isFish=False, cHSV=None):
23 | super().__init__()
24 | self.data = data
25 | self.bnum = boidNum
26 | self.drawSurf = drawSurf
27 | self.image = pg.Surface((15, 15)).convert()
28 | self.image.set_colorkey(0)
29 | self.color = pg.Color(0) # preps color so we can use hsva
30 | self.color.hsva = (randint(0,360), 90, 90) if cHSV is None else cHSV # randint(5,55) #4goldfish
31 | if isFish: # (randint(120,300) + 180) % 360 #4noblues
32 | pg.draw.polygon(self.image, self.color, ((7,0),(12,5),(3,14),(11,14),(2,5),(7,0)), width=3)
33 | self.image = pg.transform.scale(self.image, (16, 24))
34 | else : pg.draw.polygon(self.image, self.color, ((7,0), (13,14), (7,11), (1,14), (7,0)))
35 | self.bSize = 22 if isFish else 17
36 | self.orig_image = pg.transform.rotate(self.image.copy(), -90)
37 | self.dir = pg.Vector2(1, 0) # sets up forward direction
38 | maxW, maxH = self.drawSurf.get_size()
39 | self.rect = self.image.get_rect(center=(randint(50, maxW - 50), randint(50, maxH - 50)))
40 | self.ang = randint(0, 360) # random start angle, & position ^
41 | self.pos = pg.Vector2(self.rect.center)
42 | def update(self, dt, speed, ejWrap=False):
43 | maxW, maxH = self.drawSurf.get_size()
44 | turnDir = xvt = yvt = yat = xat = 0
45 | turnRate = 120 * dt # about 120 seems ok
46 | margin = 42
47 | # Make list of nearby boids, sorted by distance
48 | otherBoids = np.delete(self.data.array, self.bnum, 0)
49 | array_dists = (self.pos.x - otherBoids[:,0])**2 + (self.pos.y - otherBoids[:,1])**2
50 | closeBoidIs = np.argsort(array_dists)[:7]
51 | neiboids = otherBoids[closeBoidIs]
52 | neiboids[:,3] = np.sqrt(array_dists[closeBoidIs])
53 | neiboids = neiboids[neiboids[:,3] < self.bSize*12]
54 | if neiboids.size > 1: # if has neighborS, do math and sim rules
55 | yat = np.sum(np.sin(np.deg2rad(neiboids[:,2])))
56 | xat = np.sum(np.cos(np.deg2rad(neiboids[:,2])))
57 | # averages the positions and angles of neighbors
58 | tAvejAng = np.rad2deg(np.arctan2(yat, xat))
59 | targetV = (np.mean(neiboids[:,0]), np.mean(neiboids[:,1]))
60 | # if too close, move away from closest neighbor
61 | if neiboids[0,3] < self.bSize : targetV = (neiboids[0,0], neiboids[0,1])
62 | # get angle differences for steering
63 | tDiff = pg.Vector2(targetV) - self.pos
64 | tDistance, tAngle = pg.math.Vector2.as_polar(tDiff)
65 | # if boid is close enough to neighbors, match their average angle
66 | if tDistance < self.bSize*6 : tAngle = tAvejAng
67 | # computes the difference to reach target angle, for smooth steering
68 | angleDiff = (tAngle - self.ang) + 180
69 | if abs(tAngle - self.ang) > 1.2: turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
70 | # if boid gets too close to target, steer away
71 | if tDistance < self.bSize and targetV == (neiboids[0,0], neiboids[0,1]) : turnDir = -turnDir
72 | # Avoid edges of screen by turning toward the edge normal-angle
73 | if not ejWrap and min(self.pos.x, self.pos.y, maxW - self.pos.x, maxH - self.pos.y) < margin:
74 | if self.pos.x < margin : tAngle = 0
75 | elif self.pos.x > maxW - margin : tAngle = 180
76 | if self.pos.y < margin : tAngle = 90
77 | elif self.pos.y > maxH - margin : tAngle = 270
78 | angleDiff = (tAngle - self.ang) + 180 # if in margin, increase turnRate to ensure stays on screen
79 | turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
80 | edgeDist = min(self.pos.x, self.pos.y, maxW - self.pos.x, maxH - self.pos.y)
81 | turnRate = turnRate + (1 - edgeDist / margin) * (20 - turnRate) #minRate+(1-dist/margin)*(maxRate-minRate)
82 | if turnDir != 0: # steers based on turnDir, handles left or right
83 | self.ang += turnRate * abs(turnDir) / turnDir
84 | self.ang %= 360 # ensures that the angle stays within 0-360
85 | # Adjusts angle of boid image to match heading
86 | self.image = pg.transform.rotate(self.orig_image, -self.ang)
87 | self.rect = self.image.get_rect(center=self.rect.center) # recentering fix
88 | self.dir = pg.Vector2(1, 0).rotate(self.ang).normalize()
89 | self.pos += self.dir * dt * (speed + (7 - neiboids.size) * 2) # movement speed
90 | # Optional screen wrap
91 | if ejWrap and not self.drawSurf.get_rect().contains(self.rect):
92 | if self.rect.bottom < 0 : self.pos.y = maxH
93 | elif self.rect.top > maxH : self.pos.y = 0
94 | if self.rect.right < 0 : self.pos.x = maxW
95 | elif self.rect.left > maxW : self.pos.x = 0
96 | # Actually update position of boid
97 | self.rect.center = self.pos
98 | # Finally, output pos/ang to array
99 | self.data.array[self.bnum,:3] = [self.pos[0], self.pos[1], self.ang]
100 |
101 | class BoidArray(): # Holds array to store positions and angles
102 | def __init__(self):
103 | self.array = np.zeros((BOIDZ, 4), dtype=float)
104 |
105 | def main():
106 | pg.init() # prepare window
107 | pg.display.set_caption("PyNBoids")
108 | try: pg.display.set_icon(pg.image.load("nboids.png"))
109 | except: print("FYI: nboids.png icon not found, skipping..")
110 | # setup fullscreen or window mode
111 | if FLLSCRN:
112 | currentRez = (pg.display.Info().current_w, pg.display.Info().current_h)
113 | screen = pg.display.set_mode(currentRez, pg.SCALED)
114 | pg.mouse.set_visible(False)
115 | else: screen = pg.display.set_mode((WIDTH, HEIGHT), pg.RESIZABLE)
116 |
117 | nBoids = pg.sprite.Group()
118 | dataArray = BoidArray()
119 | for n in range(BOIDZ):
120 | nBoids.add(Boid(n, dataArray, screen, FISH)) # spawns desired # of boidz
121 |
122 | clock = pg.time.Clock()
123 | if SHOWFPS : font = pg.font.Font(None, 30)
124 |
125 | # main loop
126 | while True:
127 | for e in pg.event.get():
128 | if e.type == pg.QUIT or e.type == pg.KEYDOWN and e.key == pg.K_ESCAPE:
129 | return
130 |
131 | dt = clock.tick(FPS) / 1000
132 | screen.fill(BGCOLOR)
133 | nBoids.update(dt, SPEED, WRAP)
134 | nBoids.draw(screen)
135 |
136 | if SHOWFPS : screen.blit(font.render(str(int(clock.get_fps())), True, [0,200,0]), (8, 8))
137 |
138 | pg.display.update()
139 |
140 | if __name__ == '__main__':
141 | main() # by Nik
142 | pg.quit()
143 |
--------------------------------------------------------------------------------
/nboids_ss.py:
--------------------------------------------------------------------------------
1 | #!/usr/bin/env python3
2 | from math import pi, sin, cos, atan2, radians, degrees
3 | from random import randint
4 | from time import sleep
5 | import pygame as pg
6 |
7 | '''
8 | NBoids - Version for ScreenSaver - github.com/Nikorasu/PyNBoids
9 | Copyright (c) 2022 Nikolaus Stromberg github.com/Nikorasu/PyNBoids
10 | '''
11 |
12 | BOIDZ = 200 # How many boids to spawn, too many may slow fps
13 | WRAP = False # False avoids edges, True wraps to other side
14 | FISH = False # True to turn boids into fish, False for birds
15 | BGCOLOR = (0, 0, 0) # Background color in RGB
16 | SPEED = 150 # Movement speed of boids
17 | FPS = 60 # 30-90
18 | SHOWFPS = False # frame rate debug
19 |
20 |
21 | class Boid(pg.sprite.Sprite):
22 |
23 | def __init__(self, grid, drawSurf, isFish=False):
24 | super().__init__()
25 | self.grid = grid
26 | self.drawSurf = drawSurf
27 | self.image = pg.Surface((15, 15)).convert()
28 | self.image.set_colorkey(0)
29 | self.color = pg.Color(0) # preps color so we can use hsva
30 | self.color.hsva = (randint(0,360), 90, 90) #if cHSV is None else cHSV # randint(5,55) #4goldfish
31 | if isFish: # (randint(120,300) + 180) % 360 #4noblues
32 | pg.draw.polygon(self.image, self.color, ((7,0),(12,5),(3,14),(11,14),(2,5),(7,0)), width=3)
33 | self.image = pg.transform.scale(self.image, (16, 24))
34 | else : pg.draw.polygon(self.image, self.color, ((7,0), (13,14), (7,11), (1,14), (7,0)))
35 | self.bSize = 22 if isFish else 17
36 | self.orig_image = pg.transform.rotate(self.image.copy(), -90)
37 | self.dir = pg.Vector2(1, 0) # sets up forward direction
38 | maxW, maxH = self.drawSurf.get_size()
39 | self.rect = self.image.get_rect(center=(randint(50, maxW - 50), randint(50, maxH - 50)))
40 | self.ang = randint(0, 360) # random start angle, & position ^
41 | self.pos = pg.Vector2(self.rect.center)
42 | self.grid_lastpos = self.grid.getcell(self.pos)
43 | self.grid.add(self, self.grid_lastpos)
44 |
45 | def update(self, dt, speed, ejWrap=False):
46 | maxW, maxH = self.drawSurf.get_size()
47 | selfCenter = pg.Vector2(self.rect.center)
48 | turnDir = xvt = yvt = yat = xat = 0
49 | turnRate = 120 * dt # about 120 seems ok
50 | margin = 42
51 | self.ang = self.ang + randint(-4, 4)
52 | # Grid update stuff
53 | self.grid_pos = self.grid.getcell(self.pos)
54 | if self.grid_pos != self.grid_lastpos:
55 | self.grid.add(self, self.grid_pos)
56 | self.grid.remove(self, self.grid_lastpos)
57 | self.grid_lastpos = self.grid_pos
58 | # get nearby boids and sort by distance
59 | near_boids = self.grid.getnear(self, self.grid_pos)
60 | neiboids = sorted(near_boids, key=lambda i: pg.Vector2(i.rect.center).distance_to(selfCenter))
61 | del neiboids[7:] # keep 7 closest, dump the rest
62 | # check when boid has neighborS (also sets ncount with walrus :=)
63 | if (ncount := len(neiboids)) > 1:
64 | nearestBoid = pg.Vector2(neiboids[0].rect.center)
65 | for nBoid in neiboids: # adds up neighbor vectors & angles for averaging
66 | xvt += nBoid.rect.centerx
67 | yvt += nBoid.rect.centery
68 | yat += sin(radians(nBoid.ang))
69 | xat += cos(radians(nBoid.ang))
70 | tAvejAng = degrees(atan2(yat, xat))
71 | targetV = (xvt / ncount, yvt / ncount)
72 | # if too close, move away from closest neighbor
73 | if selfCenter.distance_to(nearestBoid) < self.bSize : targetV = nearestBoid
74 | tDiff = targetV - selfCenter # get angle differences for steering
75 | tDistance, tAngle = pg.math.Vector2.as_polar(tDiff)
76 | # if boid is close enough to neighbors, match their average angle
77 | if tDistance < self.bSize*5 : tAngle = tAvejAng
78 | # computes the difference to reach target angle, for smooth steering
79 | angleDiff = (tAngle - self.ang) + 180
80 | if abs(tAngle - self.ang) > .5: turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
81 | # if boid gets too close to target, steer away
82 | if tDistance < self.bSize and targetV == nearestBoid : turnDir = -turnDir
83 | # Avoid edges of screen by turning toward the edge normal-angle
84 | sc_x, sc_y = self.rect.centerx, self.rect.centery
85 | if not ejWrap and min(sc_x, sc_y, maxW - sc_x, maxH - sc_y) < margin:
86 | if sc_x < margin : tAngle = 0
87 | elif sc_x > maxW - margin : tAngle = 180
88 | if sc_y < margin : tAngle = 90
89 | elif sc_y > maxH - margin : tAngle = 270
90 | angleDiff = (tAngle - self.ang) + 180 # increase turnRate to keep boids on screen
91 | turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
92 | edgeDist = min(sc_x, sc_y, maxW - sc_x, maxH - sc_y)
93 | turnRate = turnRate + (1 - edgeDist / margin) * (20 - turnRate) #turnRate=minRate, 20=maxRate
94 | if turnDir != 0: # steers based on turnDir, handles left or right
95 | self.ang += turnRate * abs(turnDir) / turnDir
96 | self.ang %= 360 # ensures that the angle stays within 0-360
97 | # Adjusts angle of boid image to match heading
98 | self.image = pg.transform.rotate(self.orig_image, -self.ang)
99 | self.rect = self.image.get_rect(center=self.rect.center) # recentering fix
100 | self.dir = pg.Vector2(1, 0).rotate(self.ang).normalize()
101 | self.pos += self.dir * dt * (speed + (7 - ncount) * 5) # movement speed
102 | # Optional screen wrap
103 | if ejWrap and not self.drawSurf.get_rect().contains(self.rect):
104 | if self.rect.bottom < 0 : self.pos.y = maxH
105 | elif self.rect.top > maxH : self.pos.y = 0
106 | if self.rect.right < 0 : self.pos.x = maxW
107 | elif self.rect.left > maxW : self.pos.x = 0
108 | # Actually update position of boid
109 | self.rect.center = self.pos
110 |
111 |
112 | class BoidGrid(): # tracks boids in spatial partition grid
113 |
114 | def __init__(self):
115 | self.grid_size = 100
116 | self.dict = {}
117 | # finds the grid cell corresponding to given pos
118 | def getcell(self, pos):
119 | return (pos[0]//self.grid_size, pos[1]//self.grid_size)
120 | # boids add themselves to cells when crossing into new cell
121 | def add(self, boid, key):
122 | if key in self.dict:
123 | self.dict[key].append(boid)
124 | else:
125 | self.dict[key] = [boid]
126 | # they also remove themselves from the previous cell
127 | def remove(self, boid, key):
128 | if key in self.dict and boid in self.dict[key]:
129 | self.dict[key].remove(boid)
130 | # Returns a list of nearby boids within all surrounding 9 cells
131 | def getnear(self, boid, key):
132 | if key in self.dict:
133 | nearby = []
134 | for x in (-1, 0, 1):
135 | for y in (-1, 0, 1):
136 | nearby += self.dict.get((key[0] + x, key[1] + y), [])
137 | nearby.remove(boid)
138 | return nearby
139 |
140 |
141 | def ScreenSaver():
142 | pg.init() # prepare window
143 | currentRez = (pg.display.Info().current_w, pg.display.Info().current_h)
144 | screen = pg.display.set_mode(currentRez, pg.SCALED | pg.NOFRAME | pg.FULLSCREEN, vsync=1)
145 | pg.mouse.set_visible(False)
146 |
147 | boidTracker = BoidGrid()
148 | nBoids = pg.sprite.Group()
149 | # spawns desired # of boidz
150 | for n in range(BOIDZ) : nBoids.add(Boid(boidTracker, screen, FISH))
151 |
152 | if SHOWFPS : font = pg.font.Font(None, 30)
153 | clock = pg.time.Clock()
154 |
155 | # run screensaver until input
156 | while True:
157 | for e in pg.event.get(): # quits if any key or mouse button is pressed
158 | if e.type == pg.QUIT or e.type == pg.KEYDOWN or e.type == pg.MOUSEBUTTONDOWN:
159 | pg.quit()
160 | return
161 |
162 | dt = clock.tick(FPS) / 1000
163 | screen.fill(BGCOLOR)
164 | # update boid logic, then draw them
165 | nBoids.update(dt, SPEED, WRAP)
166 | nBoids.draw(screen)
167 | # if true, displays the fps in the upper left corner, for debugging
168 | if SHOWFPS : screen.blit(font.render(str(int(clock.get_fps())), True, [0,200,0]), (8, 8))
169 |
170 | pg.display.update()
171 |
172 |
173 | if __name__ == '__main__':
174 | ScreenSaver() # nboids_ss.py is meant to be launched by run_ss.py, as it's own process.
175 |
--------------------------------------------------------------------------------
/pynboids_desktop.py:
--------------------------------------------------------------------------------
1 | #!/usr/bin/env python3
2 | from math import pi, sin, cos, atan2, radians, degrees
3 | from random import randint
4 | import PIL.ImageGrab
5 | import pygame as pg
6 |
7 | '''
8 | nBoids drawn over desktop screenshot - github.com/Nikorasu/PyNBoids
9 | This version also uses the spatial partitioning grid to improve performance.
10 | Copyright (c) 2021 Nikolaus Stromberg nikorasu85@gmail.com
11 | '''
12 | BOIDZ = 200 # How many boids to spawn, too many may slow fps
13 | WRAP = False # False avoids edges, True wraps to other side
14 | FISH = True # True to turn boids into fish
15 | SPEED = 148 # Movement speed
16 | FPS = 60 # 30-90
17 | SHOWFPS = False # frame rate debug
18 |
19 |
20 | class Boid(pg.sprite.Sprite):
21 |
22 | def __init__(self, grid, drawSurf, isFish=False):
23 | super().__init__()
24 | self.grid = grid
25 | self.drawSurf = drawSurf
26 | self.image = pg.Surface((15, 15)).convert()
27 | self.image.set_colorkey(0)
28 | self.color = pg.Color(0) # preps color so we can use hsva
29 | self.color.hsva = (randint(0,360), 99, 99) # randint(5,55) #4goldfish
30 | if isFish: # (randint(120,300) + 180) % 360 #4noblues
31 | pg.draw.polygon(self.image, self.color, ((7,0),(12,5),(3,14),(11,14),(2,5),(7,0)), width=3)
32 | self.image = pg.transform.scale(self.image, (16, 24))
33 | else : pg.draw.polygon(self.image, self.color, ((7,0), (13,14), (7,11), (1,14), (7,0)))
34 | self.bSize = 22 if isFish else 17
35 | self.orig_image = pg.transform.rotate(self.image.copy(), -90)
36 | self.dir = pg.Vector2(1, 0) # sets up forward direction
37 | maxW, maxH = self.drawSurf.get_size()
38 | self.rect = self.image.get_rect(center=(randint(50, maxW - 50), randint(50, maxH - 50)))
39 | self.ang = randint(0, 360) # random start angle, & position ^
40 | self.pos = pg.Vector2(self.rect.center)
41 | self.grid_lastpos = self.grid.getcell(self.pos)
42 | self.grid.add(self, self.grid_lastpos)
43 |
44 | def update(self, dt, speed, ejWrap=False):
45 | maxW, maxH = self.drawSurf.get_size()
46 | selfCenter = pg.Vector2(self.rect.center)
47 | turnDir = xvt = yvt = yat = xat = 0
48 | turnRate = 120 * dt # about 120 seems ok
49 | margin = 42
50 | self.ang = self.ang + randint(-4, 4)
51 | # Grid update stuff
52 | self.grid_pos = self.grid.getcell(self.pos)
53 | if self.grid_pos != self.grid_lastpos:
54 | self.grid.add(self, self.grid_pos)
55 | self.grid.remove(self, self.grid_lastpos)
56 | self.grid_lastpos = self.grid_pos
57 | # get nearby boids and sort by distance
58 | near_boids = self.grid.getnear(self, self.grid_pos)
59 | neiboids = sorted(near_boids, key=lambda i: pg.Vector2(i.rect.center).distance_to(selfCenter))
60 | del neiboids[7:] # keep 7 closest, dump the rest
61 | # when boid has neighborS (walrus sets ncount)
62 | if (ncount := len(neiboids)) > 1:
63 | nearestBoid = pg.Vector2(neiboids[0].rect.center)
64 | for nBoid in neiboids: # adds up neighbor vectors & angles for averaging
65 | xvt += nBoid.rect.centerx
66 | yvt += nBoid.rect.centery
67 | yat += sin(radians(nBoid.ang))
68 | xat += cos(radians(nBoid.ang))
69 | tAvejAng = degrees(atan2(yat, xat))
70 | targetV = (xvt / ncount, yvt / ncount)
71 | # if too close, move away from closest neighbor
72 | if selfCenter.distance_to(nearestBoid) < self.bSize : targetV = nearestBoid
73 | tDiff = targetV - selfCenter # get angle differences for steering
74 | tDistance, tAngle = pg.math.Vector2.as_polar(tDiff)
75 | # if boid is close enough to neighbors, match their average angle
76 | if tDistance < self.bSize*5 : tAngle = tAvejAng
77 | # computes the difference to reach target angle, for smooth steering
78 | angleDiff = (tAngle - self.ang) + 180
79 | if abs(tAngle - self.ang) > .5: turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
80 | # if boid gets too close to target, steer away
81 | if tDistance < self.bSize and targetV == nearestBoid : turnDir = -turnDir
82 | # Avoid edges of screen by turning toward the edge normal-angle
83 | sc_x, sc_y = self.rect.centerx, self.rect.centery
84 | if not ejWrap and min(sc_x, sc_y, maxW - sc_x, maxH - sc_y) < margin:
85 | if sc_x < margin : tAngle = 0
86 | elif sc_x > maxW - margin : tAngle = 180
87 | if sc_y < margin : tAngle = 90
88 | elif sc_y > maxH - margin : tAngle = 270
89 | angleDiff = (tAngle - self.ang) + 180 # increase turnRate to keep boids on screen
90 | turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
91 | edgeDist = min(sc_x, sc_y, maxW - sc_x, maxH - sc_y)
92 | turnRate = turnRate + (1 - edgeDist / margin) * (20 - turnRate) #turnRate=minRate, 20=maxRate
93 | if turnDir != 0: # steers based on turnDir, handles left or right
94 | self.ang += turnRate * abs(turnDir) / turnDir
95 | self.ang %= 360 # ensures that the angle stays within 0-360
96 | # Adjusts angle of boid image to match heading
97 | self.image = pg.transform.rotate(self.orig_image, -self.ang)
98 | self.rect = self.image.get_rect(center=self.rect.center) # recentering fix
99 | self.dir = pg.Vector2(1, 0).rotate(self.ang).normalize()
100 | self.pos += self.dir * dt * (speed + (7 - ncount) * 5) # movement speed
101 | # Optional screen wrap
102 | if ejWrap and not self.drawSurf.get_rect().contains(self.rect):
103 | if self.rect.bottom < 0 : self.pos.y = maxH
104 | elif self.rect.top > maxH : self.pos.y = 0
105 | if self.rect.right < 0 : self.pos.x = maxW
106 | elif self.rect.left > maxW : self.pos.x = 0
107 | # Actually update position of boid
108 | self.rect.center = self.pos
109 |
110 |
111 | class BoidGrid(): # tracks boids in spatial partition grid
112 |
113 | def __init__(self):
114 | self.grid_size = 100
115 | self.dict = {}
116 | # finds the grid cell corresponding to given pos
117 | def getcell(self, pos):
118 | return (pos[0]//self.grid_size, pos[1]//self.grid_size)
119 | # boids add themselves to cells when crossing into new cell
120 | def add(self, boid, key):
121 | if key in self.dict:
122 | self.dict[key].append(boid)
123 | else:
124 | self.dict[key] = [boid]
125 | # they also remove themselves from the previous cell
126 | def remove(self, boid, key):
127 | if key in self.dict and boid in self.dict[key]:
128 | self.dict[key].remove(boid)
129 | # Returns a list of nearby boids within all surrounding 9 cells
130 | def getnear(self, boid, key):
131 | if key in self.dict:
132 | nearby = []
133 | for x in (-1, 0, 1):
134 | for y in (-1, 0, 1):
135 | nearby += self.dict.get((key[0] + x, key[1] + y), [])
136 | nearby.remove(boid)
137 | return nearby
138 |
139 |
140 | def pil2pgImage(pilImage):
141 | return pg.image.fromstring(pilImage.tobytes(), pilImage.size, pilImage.mode).convert()
142 |
143 |
144 | def main():
145 | pg.time.wait(200)
146 | capture = PIL.ImageGrab.grab(xdisplay="")
147 | pg.time.wait(100)
148 | pg.init()
149 | # setup screen
150 | currentRez = (pg.display.Info().current_w, pg.display.Info().current_h)
151 | screen = pg.display.set_mode(currentRez, pg.SCALED | pg.NOFRAME | pg.FULLSCREEN, vsync=1)
152 | pg.mouse.set_visible(False)
153 | # use screenshot as background
154 | background = pil2pgImage(capture)
155 | boidTracker = BoidGrid()
156 | nBoids = pg.sprite.Group()
157 | # spawns desired # of boidz
158 | for n in range(BOIDZ) : nBoids.add(Boid(boidTracker, screen, FISH))
159 |
160 | if SHOWFPS : font = pg.font.Font(None, 30)
161 | clock = pg.time.Clock()
162 |
163 | # main loop
164 | while True:
165 | for e in pg.event.get():
166 | if e.type == pg.QUIT or e.type == pg.KEYDOWN and (e.key == pg.K_ESCAPE or e.key == pg.K_q or e.key==pg.K_SPACE):
167 | return
168 |
169 | dt = clock.tick(FPS) / 1000
170 | #screen.fill(0)
171 | pg.Surface.blit(screen, background, (0,0))
172 | # update boid logic, then draw them
173 | nBoids.update(dt, SPEED, WRAP)
174 | nBoids.draw(screen)
175 | # if true, displays the fps in the upper left corner, for debugging
176 | if SHOWFPS : screen.blit(font.render(str(int(clock.get_fps())), True, [0,200,0]), (8, 8))
177 |
178 | pg.display.update()
179 |
180 | if __name__ == '__main__':
181 | main() # by Nik
182 | pg.quit()
183 |
--------------------------------------------------------------------------------
/pynboids_sp.py:
--------------------------------------------------------------------------------
1 | #!/usr/bin/env python3
2 | from math import pi, sin, cos, atan2, radians, degrees
3 | from random import randint
4 | import pygame as pg
5 |
6 | '''
7 | PyNBoids - a Boids simulation - github.com/Nikorasu/PyNBoids
8 | This version uses a spatial partitioning grid to improve performance.
9 | Copyright (c) 2021 Nikolaus Stromberg nikorasu85@gmail.com
10 | '''
11 | FLLSCRN = True # True for Fullscreen, or False for Window
12 | BOIDZ = 200 # How many boids to spawn, too many may slow fps
13 | WRAP = False # False avoids edges, True wraps to other side
14 | FISH = False # True to turn boids into fish
15 | SPEED = 150 # Movement speed
16 | WIDTH = 1200 # Window Width (1200)
17 | HEIGHT = 800 # Window Height (800)
18 | BGCOLOR = (0, 0, 0) # Background color in RGB
19 | FPS = 60 # 30-90
20 | SHOWFPS = False # frame rate debug
21 |
22 |
23 | class Boid(pg.sprite.Sprite):
24 |
25 | def __init__(self, grid, drawSurf, isFish=False): #, cHSV=None
26 | super().__init__()
27 | self.grid = grid
28 | self.drawSurf = drawSurf
29 | self.image = pg.Surface((15, 15)).convert()
30 | self.image.set_colorkey(0)
31 | self.color = pg.Color(0) # preps color so we can use hsva
32 | self.color.hsva = (randint(0,360), 90, 90) #if cHSV is None else cHSV # randint(5,55) #4goldfish
33 | if isFish: # (randint(120,300) + 180) % 360 #4noblues
34 | pg.draw.polygon(self.image, self.color, ((7,0),(12,5),(3,14),(11,14),(2,5),(7,0)), width=3)
35 | self.image = pg.transform.scale(self.image, (16, 24))
36 | else : pg.draw.polygon(self.image, self.color, ((7,0), (13,14), (7,11), (1,14), (7,0)))
37 | self.bSize = 22 if isFish else 17
38 | self.orig_image = pg.transform.rotate(self.image.copy(), -90)
39 | self.dir = pg.Vector2(1, 0) # sets up forward direction
40 | maxW, maxH = self.drawSurf.get_size()
41 | self.rect = self.image.get_rect(center=(randint(50, maxW - 50), randint(50, maxH - 50)))
42 | self.ang = randint(0, 360) # random start angle, & position ^
43 | self.pos = pg.Vector2(self.rect.center)
44 | self.grid_lastpos = self.grid.getcell(self.pos)
45 | self.grid.add(self, self.grid_lastpos)
46 |
47 | def update(self, dt, speed, ejWrap=False):
48 | maxW, maxH = self.drawSurf.get_size()
49 | selfCenter = pg.Vector2(self.rect.center)
50 | turnDir = xvt = yvt = yat = xat = 0
51 | turnRate = 120 * dt # about 120 seems ok
52 | margin = 42
53 | self.ang = self.ang + randint(-4, 4)
54 | # Grid update stuff
55 | self.grid_pos = self.grid.getcell(self.pos)
56 | if self.grid_pos != self.grid_lastpos:
57 | self.grid.add(self, self.grid_pos)
58 | self.grid.remove(self, self.grid_lastpos)
59 | self.grid_lastpos = self.grid_pos
60 | # get nearby boids and sort by distance
61 | near_boids = self.grid.getnear(self, self.grid_pos)
62 | neiboids = sorted(near_boids, key=lambda i: pg.Vector2(i.rect.center).distance_to(selfCenter))
63 | del neiboids[7:] # keep 7 closest, dump the rest
64 | # check when boid has neighborS (also sets ncount with walrus :=)
65 | if (ncount := len(neiboids)) > 1:
66 | nearestBoid = pg.Vector2(neiboids[0].rect.center)
67 | for nBoid in neiboids: # adds up neighbor vectors & angles for averaging
68 | xvt += nBoid.rect.centerx
69 | yvt += nBoid.rect.centery
70 | yat += sin(radians(nBoid.ang))
71 | xat += cos(radians(nBoid.ang))
72 | tAvejAng = degrees(atan2(yat, xat))
73 | targetV = (xvt / ncount, yvt / ncount)
74 | # if too close, move away from closest neighbor
75 | if selfCenter.distance_to(nearestBoid) < self.bSize : targetV = nearestBoid
76 | tDiff = targetV - selfCenter # get angle differences for steering
77 | tDistance, tAngle = pg.math.Vector2.as_polar(tDiff)
78 | # if boid is close enough to neighbors, match their average angle
79 | if tDistance < self.bSize*5 : tAngle = tAvejAng
80 | # computes the difference to reach target angle, for smooth steering
81 | angleDiff = (tAngle - self.ang) + 180
82 | if abs(tAngle - self.ang) > .5: turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
83 | # if boid gets too close to target, steer away
84 | if tDistance < self.bSize and targetV == nearestBoid : turnDir = -turnDir
85 | # Avoid edges of screen by turning toward the edge normal-angle
86 | sc_x, sc_y = self.rect.centerx, self.rect.centery
87 | if not ejWrap and min(sc_x, sc_y, maxW - sc_x, maxH - sc_y) < margin:
88 | if sc_x < margin : tAngle = 0
89 | elif sc_x > maxW - margin : tAngle = 180
90 | if sc_y < margin : tAngle = 90
91 | elif sc_y > maxH - margin : tAngle = 270
92 | angleDiff = (tAngle - self.ang) + 180 # increase turnRate to keep boids on screen
93 | turnDir = (angleDiff / 360 - (angleDiff // 360)) * 360 - 180
94 | edgeDist = min(sc_x, sc_y, maxW - sc_x, maxH - sc_y)
95 | turnRate = turnRate + (1 - edgeDist / margin) * (20 - turnRate) #turnRate=minRate, 20=maxRate
96 | if turnDir != 0: # steers based on turnDir, handles left or right
97 | self.ang += turnRate * abs(turnDir) / turnDir
98 | self.ang %= 360 # ensures that the angle stays within 0-360
99 | # Adjusts angle of boid image to match heading
100 | self.image = pg.transform.rotate(self.orig_image, -self.ang)
101 | self.rect = self.image.get_rect(center=self.rect.center) # recentering fix
102 | self.dir = pg.Vector2(1, 0).rotate(self.ang).normalize()
103 | self.pos += self.dir * dt * (speed + (7 - ncount) * 5) # movement speed
104 | # Optional screen wrap
105 | if ejWrap and not self.drawSurf.get_rect().contains(self.rect):
106 | if self.rect.bottom < 0 : self.pos.y = maxH
107 | elif self.rect.top > maxH : self.pos.y = 0
108 | if self.rect.right < 0 : self.pos.x = maxW
109 | elif self.rect.left > maxW : self.pos.x = 0
110 | # Actually update position of boid
111 | self.rect.center = self.pos
112 |
113 |
114 | class BoidGrid(): # tracks boids in spatial partition grid
115 |
116 | def __init__(self):
117 | self.grid_size = 100
118 | self.dict = {}
119 | # finds the grid cell corresponding to given pos
120 | def getcell(self, pos):
121 | return (pos[0]//self.grid_size, pos[1]//self.grid_size)
122 | # boids add themselves to cells when crossing into new cell
123 | def add(self, boid, key):
124 | if key in self.dict:
125 | self.dict[key].append(boid)
126 | else:
127 | self.dict[key] = [boid]
128 | # they also remove themselves from the previous cell
129 | def remove(self, boid, key):
130 | if key in self.dict and boid in self.dict[key]:
131 | self.dict[key].remove(boid)
132 | # Returns a list of nearby boids within all surrounding 9 cells
133 | def getnear(self, boid, key):
134 | if key in self.dict:
135 | nearby = []
136 | for x in (-1, 0, 1):
137 | for y in (-1, 0, 1):
138 | nearby += self.dict.get((key[0] + x, key[1] + y), [])
139 | nearby.remove(boid)
140 | return nearby
141 |
142 |
143 | def main():
144 | pg.init() # prepare window
145 | pg.display.set_caption("PyNBoids")
146 | try: pg.display.set_icon(pg.image.load("nboids.png"))
147 | except: print("Note: nboids.png icon not found, skipping..")
148 | # setup fullscreen or window mode
149 | if FLLSCRN:
150 | currentRez = (pg.display.Info().current_w, pg.display.Info().current_h)
151 | screen = pg.display.set_mode(currentRez, pg.SCALED | pg.NOFRAME | pg.FULLSCREEN, vsync=1)
152 | pg.mouse.set_visible(False)
153 | else: screen = pg.display.set_mode((WIDTH, HEIGHT), pg.RESIZABLE | pg.SCALED, vsync=1)
154 |
155 | boidTracker = BoidGrid()
156 | nBoids = pg.sprite.Group()
157 | # spawns desired # of boidz
158 | for n in range(BOIDZ) : nBoids.add(Boid(boidTracker, screen, FISH))
159 |
160 | if SHOWFPS : font = pg.font.Font(None, 30)
161 | clock = pg.time.Clock()
162 |
163 | # main loop
164 | while True:
165 | for e in pg.event.get():
166 | if e.type == pg.QUIT or e.type == pg.KEYDOWN and (e.key == pg.K_ESCAPE or e.key == pg.K_q or e.key==pg.K_SPACE):
167 | return
168 |
169 | dt = clock.tick(FPS) / 1000
170 | screen.fill(BGCOLOR)
171 | # update boid logic, then draw them
172 | nBoids.update(dt, SPEED, WRAP)
173 | nBoids.draw(screen)
174 | # if true, displays the fps in the upper left corner, for debugging
175 | if SHOWFPS : screen.blit(font.render(str(int(clock.get_fps())), True, [0,200,0]), (8, 8))
176 |
177 | pg.display.update()
178 |
179 | if __name__ == '__main__':
180 | main() # by Nik
181 | pg.quit()
182 |
--------------------------------------------------------------------------------
/LICENSE.md:
--------------------------------------------------------------------------------
1 | ### GNU GENERAL PUBLIC LICENSE
2 |
3 | Version 3, 29 June 2007
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6 |
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182 | it unnecessary.
183 |
184 | #### 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
185 |
186 | No covered work shall be deemed part of an effective technological
187 | measure under any applicable law fulfilling obligations under article
188 | 11 of the WIPO copyright treaty adopted on 20 December 1996, or
189 | similar laws prohibiting or restricting circumvention of such
190 | measures.
191 |
192 | When you convey a covered work, you waive any legal power to forbid
193 | circumvention of technological measures to the extent such
194 | circumvention is effected by exercising rights under this License with
195 | respect to the covered work, and you disclaim any intention to limit
196 | operation or modification of the work as a means of enforcing, against
197 | the work's users, your or third parties' legal rights to forbid
198 | circumvention of technological measures.
199 |
200 | #### 4. Conveying Verbatim Copies.
201 |
202 | You may convey verbatim copies of the Program's source code as you
203 | receive it, in any medium, provided that you conspicuously and
204 | appropriately publish on each copy an appropriate copyright notice;
205 | keep intact all notices stating that this License and any
206 | non-permissive terms added in accord with section 7 apply to the code;
207 | keep intact all notices of the absence of any warranty; and give all
208 | recipients a copy of this License along with the Program.
209 |
210 | You may charge any price or no price for each copy that you convey,
211 | and you may offer support or warranty protection for a fee.
212 |
213 | #### 5. Conveying Modified Source Versions.
214 |
215 | You may convey a work based on the Program, or the modifications to
216 | produce it from the Program, in the form of source code under the
217 | terms of section 4, provided that you also meet all of these
218 | conditions:
219 |
220 | - a) The work must carry prominent notices stating that you modified
221 | it, and giving a relevant date.
222 | - b) The work must carry prominent notices stating that it is
223 | released under this License and any conditions added under
224 | section 7. This requirement modifies the requirement in section 4
225 | to "keep intact all notices".
226 | - c) You must license the entire work, as a whole, under this
227 | License to anyone who comes into possession of a copy. This
228 | License will therefore apply, along with any applicable section 7
229 | additional terms, to the whole of the work, and all its parts,
230 | regardless of how they are packaged. This License gives no
231 | permission to license the work in any other way, but it does not
232 | invalidate such permission if you have separately received it.
233 | - d) If the work has interactive user interfaces, each must display
234 | Appropriate Legal Notices; however, if the Program has interactive
235 | interfaces that do not display Appropriate Legal Notices, your
236 | work need not make them do so.
237 |
238 | A compilation of a covered work with other separate and independent
239 | works, which are not by their nature extensions of the covered work,
240 | and which are not combined with it such as to form a larger program,
241 | in or on a volume of a storage or distribution medium, is called an
242 | "aggregate" if the compilation and its resulting copyright are not
243 | used to limit the access or legal rights of the compilation's users
244 | beyond what the individual works permit. Inclusion of a covered work
245 | in an aggregate does not cause this License to apply to the other
246 | parts of the aggregate.
247 |
248 | #### 6. Conveying Non-Source Forms.
249 |
250 | You may convey a covered work in object code form under the terms of
251 | sections 4 and 5, provided that you also convey the machine-readable
252 | Corresponding Source under the terms of this License, in one of these
253 | ways:
254 |
255 | - a) Convey the object code in, or embodied in, a physical product
256 | (including a physical distribution medium), accompanied by the
257 | Corresponding Source fixed on a durable physical medium
258 | customarily used for software interchange.
259 | - b) Convey the object code in, or embodied in, a physical product
260 | (including a physical distribution medium), accompanied by a
261 | written offer, valid for at least three years and valid for as
262 | long as you offer spare parts or customer support for that product
263 | model, to give anyone who possesses the object code either (1) a
264 | copy of the Corresponding Source for all the software in the
265 | product that is covered by this License, on a durable physical
266 | medium customarily used for software interchange, for a price no
267 | more than your reasonable cost of physically performing this
268 | conveying of source, or (2) access to copy the Corresponding
269 | Source from a network server at no charge.
270 | - c) Convey individual copies of the object code with a copy of the
271 | written offer to provide the Corresponding Source. This
272 | alternative is allowed only occasionally and noncommercially, and
273 | only if you received the object code with such an offer, in accord
274 | with subsection 6b.
275 | - d) Convey the object code by offering access from a designated
276 | place (gratis or for a charge), and offer equivalent access to the
277 | Corresponding Source in the same way through the same place at no
278 | further charge. You need not require recipients to copy the
279 | Corresponding Source along with the object code. If the place to
280 | copy the object code is a network server, the Corresponding Source
281 | may be on a different server (operated by you or a third party)
282 | that supports equivalent copying facilities, provided you maintain
283 | clear directions next to the object code saying where to find the
284 | Corresponding Source. Regardless of what server hosts the
285 | Corresponding Source, you remain obligated to ensure that it is
286 | available for as long as needed to satisfy these requirements.
287 | - e) Convey the object code using peer-to-peer transmission,
288 | provided you inform other peers where the object code and
289 | Corresponding Source of the work are being offered to the general
290 | public at no charge under subsection 6d.
291 |
292 | A separable portion of the object code, whose source code is excluded
293 | from the Corresponding Source as a System Library, need not be
294 | included in conveying the object code work.
295 |
296 | A "User Product" is either (1) a "consumer product", which means any
297 | tangible personal property which is normally used for personal,
298 | family, or household purposes, or (2) anything designed or sold for
299 | incorporation into a dwelling. In determining whether a product is a
300 | consumer product, doubtful cases shall be resolved in favor of
301 | coverage. For a particular product received by a particular user,
302 | "normally used" refers to a typical or common use of that class of
303 | product, regardless of the status of the particular user or of the way
304 | in which the particular user actually uses, or expects or is expected
305 | to use, the product. A product is a consumer product regardless of
306 | whether the product has substantial commercial, industrial or
307 | non-consumer uses, unless such uses represent the only significant
308 | mode of use of the product.
309 |
310 | "Installation Information" for a User Product means any methods,
311 | procedures, authorization keys, or other information required to
312 | install and execute modified versions of a covered work in that User
313 | Product from a modified version of its Corresponding Source. The
314 | information must suffice to ensure that the continued functioning of
315 | the modified object code is in no case prevented or interfered with
316 | solely because modification has been made.
317 |
318 | If you convey an object code work under this section in, or with, or
319 | specifically for use in, a User Product, and the conveying occurs as
320 | part of a transaction in which the right of possession and use of the
321 | User Product is transferred to the recipient in perpetuity or for a
322 | fixed term (regardless of how the transaction is characterized), the
323 | Corresponding Source conveyed under this section must be accompanied
324 | by the Installation Information. But this requirement does not apply
325 | if neither you nor any third party retains the ability to install
326 | modified object code on the User Product (for example, the work has
327 | been installed in ROM).
328 |
329 | The requirement to provide Installation Information does not include a
330 | requirement to continue to provide support service, warranty, or
331 | updates for a work that has been modified or installed by the
332 | recipient, or for the User Product in which it has been modified or
333 | installed. Access to a network may be denied when the modification
334 | itself materially and adversely affects the operation of the network
335 | or violates the rules and protocols for communication across the
336 | network.
337 |
338 | Corresponding Source conveyed, and Installation Information provided,
339 | in accord with this section must be in a format that is publicly
340 | documented (and with an implementation available to the public in
341 | source code form), and must require no special password or key for
342 | unpacking, reading or copying.
343 |
344 | #### 7. Additional Terms.
345 |
346 | "Additional permissions" are terms that supplement the terms of this
347 | License by making exceptions from one or more of its conditions.
348 | Additional permissions that are applicable to the entire Program shall
349 | be treated as though they were included in this License, to the extent
350 | that they are valid under applicable law. If additional permissions
351 | apply only to part of the Program, that part may be used separately
352 | under those permissions, but the entire Program remains governed by
353 | this License without regard to the additional permissions.
354 |
355 | When you convey a copy of a covered work, you may at your option
356 | remove any additional permissions from that copy, or from any part of
357 | it. (Additional permissions may be written to require their own
358 | removal in certain cases when you modify the work.) You may place
359 | additional permissions on material, added by you to a covered work,
360 | for which you have or can give appropriate copyright permission.
361 |
362 | Notwithstanding any other provision of this License, for material you
363 | add to a covered work, you may (if authorized by the copyright holders
364 | of that material) supplement the terms of this License with terms:
365 |
366 | - a) Disclaiming warranty or limiting liability differently from the
367 | terms of sections 15 and 16 of this License; or
368 | - b) Requiring preservation of specified reasonable legal notices or
369 | author attributions in that material or in the Appropriate Legal
370 | Notices displayed by works containing it; or
371 | - c) Prohibiting misrepresentation of the origin of that material,
372 | or requiring that modified versions of such material be marked in
373 | reasonable ways as different from the original version; or
374 | - d) Limiting the use for publicity purposes of names of licensors
375 | or authors of the material; or
376 | - e) Declining to grant rights under trademark law for use of some
377 | trade names, trademarks, or service marks; or
378 | - f) Requiring indemnification of licensors and authors of that
379 | material by anyone who conveys the material (or modified versions
380 | of it) with contractual assumptions of liability to the recipient,
381 | for any liability that these contractual assumptions directly
382 | impose on those licensors and authors.
383 |
384 | All other non-permissive additional terms are considered "further
385 | restrictions" within the meaning of section 10. If the Program as you
386 | received it, or any part of it, contains a notice stating that it is
387 | governed by this License along with a term that is a further
388 | restriction, you may remove that term. If a license document contains
389 | a further restriction but permits relicensing or conveying under this
390 | License, you may add to a covered work material governed by the terms
391 | of that license document, provided that the further restriction does
392 | not survive such relicensing or conveying.
393 |
394 | If you add terms to a covered work in accord with this section, you
395 | must place, in the relevant source files, a statement of the
396 | additional terms that apply to those files, or a notice indicating
397 | where to find the applicable terms.
398 |
399 | Additional terms, permissive or non-permissive, may be stated in the
400 | form of a separately written license, or stated as exceptions; the
401 | above requirements apply either way.
402 |
403 | #### 8. Termination.
404 |
405 | You may not propagate or modify a covered work except as expressly
406 | provided under this License. Any attempt otherwise to propagate or
407 | modify it is void, and will automatically terminate your rights under
408 | this License (including any patent licenses granted under the third
409 | paragraph of section 11).
410 |
411 | However, if you cease all violation of this License, then your license
412 | from a particular copyright holder is reinstated (a) provisionally,
413 | unless and until the copyright holder explicitly and finally
414 | terminates your license, and (b) permanently, if the copyright holder
415 | fails to notify you of the violation by some reasonable means prior to
416 | 60 days after the cessation.
417 |
418 | Moreover, your license from a particular copyright holder is
419 | reinstated permanently if the copyright holder notifies you of the
420 | violation by some reasonable means, this is the first time you have
421 | received notice of violation of this License (for any work) from that
422 | copyright holder, and you cure the violation prior to 30 days after
423 | your receipt of the notice.
424 |
425 | Termination of your rights under this section does not terminate the
426 | licenses of parties who have received copies or rights from you under
427 | this License. If your rights have been terminated and not permanently
428 | reinstated, you do not qualify to receive new licenses for the same
429 | material under section 10.
430 |
431 | #### 9. Acceptance Not Required for Having Copies.
432 |
433 | You are not required to accept this License in order to receive or run
434 | a copy of the Program. Ancillary propagation of a covered work
435 | occurring solely as a consequence of using peer-to-peer transmission
436 | to receive a copy likewise does not require acceptance. However,
437 | nothing other than this License grants you permission to propagate or
438 | modify any covered work. These actions infringe copyright if you do
439 | not accept this License. Therefore, by modifying or propagating a
440 | covered work, you indicate your acceptance of this License to do so.
441 |
442 | #### 10. Automatic Licensing of Downstream Recipients.
443 |
444 | Each time you convey a covered work, the recipient automatically
445 | receives a license from the original licensors, to run, modify and
446 | propagate that work, subject to this License. You are not responsible
447 | for enforcing compliance by third parties with this License.
448 |
449 | An "entity transaction" is a transaction transferring control of an
450 | organization, or substantially all assets of one, or subdividing an
451 | organization, or merging organizations. If propagation of a covered
452 | work results from an entity transaction, each party to that
453 | transaction who receives a copy of the work also receives whatever
454 | licenses to the work the party's predecessor in interest had or could
455 | give under the previous paragraph, plus a right to possession of the
456 | Corresponding Source of the work from the predecessor in interest, if
457 | the predecessor has it or can get it with reasonable efforts.
458 |
459 | You may not impose any further restrictions on the exercise of the
460 | rights granted or affirmed under this License. For example, you may
461 | not impose a license fee, royalty, or other charge for exercise of
462 | rights granted under this License, and you may not initiate litigation
463 | (including a cross-claim or counterclaim in a lawsuit) alleging that
464 | any patent claim is infringed by making, using, selling, offering for
465 | sale, or importing the Program or any portion of it.
466 |
467 | #### 11. Patents.
468 |
469 | A "contributor" is a copyright holder who authorizes use under this
470 | License of the Program or a work on which the Program is based. The
471 | work thus licensed is called the contributor's "contributor version".
472 |
473 | A contributor's "essential patent claims" are all patent claims owned
474 | or controlled by the contributor, whether already acquired or
475 | hereafter acquired, that would be infringed by some manner, permitted
476 | by this License, of making, using, or selling its contributor version,
477 | but do not include claims that would be infringed only as a
478 | consequence of further modification of the contributor version. For
479 | purposes of this definition, "control" includes the right to grant
480 | patent sublicenses in a manner consistent with the requirements of
481 | this License.
482 |
483 | Each contributor grants you a non-exclusive, worldwide, royalty-free
484 | patent license under the contributor's essential patent claims, to
485 | make, use, sell, offer for sale, import and otherwise run, modify and
486 | propagate the contents of its contributor version.
487 |
488 | In the following three paragraphs, a "patent license" is any express
489 | agreement or commitment, however denominated, not to enforce a patent
490 | (such as an express permission to practice a patent or covenant not to
491 | sue for patent infringement). To "grant" such a patent license to a
492 | party means to make such an agreement or commitment not to enforce a
493 | patent against the party.
494 |
495 | If you convey a covered work, knowingly relying on a patent license,
496 | and the Corresponding Source of the work is not available for anyone
497 | to copy, free of charge and under the terms of this License, through a
498 | publicly available network server or other readily accessible means,
499 | then you must either (1) cause the Corresponding Source to be so
500 | available, or (2) arrange to deprive yourself of the benefit of the
501 | patent license for this particular work, or (3) arrange, in a manner
502 | consistent with the requirements of this License, to extend the patent
503 | license to downstream recipients. "Knowingly relying" means you have
504 | actual knowledge that, but for the patent license, your conveying the
505 | covered work in a country, or your recipient's use of the covered work
506 | in a country, would infringe one or more identifiable patents in that
507 | country that you have reason to believe are valid.
508 |
509 | If, pursuant to or in connection with a single transaction or
510 | arrangement, you convey, or propagate by procuring conveyance of, a
511 | covered work, and grant a patent license to some of the parties
512 | receiving the covered work authorizing them to use, propagate, modify
513 | or convey a specific copy of the covered work, then the patent license
514 | you grant is automatically extended to all recipients of the covered
515 | work and works based on it.
516 |
517 | A patent license is "discriminatory" if it does not include within the
518 | scope of its coverage, prohibits the exercise of, or is conditioned on
519 | the non-exercise of one or more of the rights that are specifically
520 | granted under this License. You may not convey a covered work if you
521 | are a party to an arrangement with a third party that is in the
522 | business of distributing software, under which you make payment to the
523 | third party based on the extent of your activity of conveying the
524 | work, and under which the third party grants, to any of the parties
525 | who would receive the covered work from you, a discriminatory patent
526 | license (a) in connection with copies of the covered work conveyed by
527 | you (or copies made from those copies), or (b) primarily for and in
528 | connection with specific products or compilations that contain the
529 | covered work, unless you entered into that arrangement, or that patent
530 | license was granted, prior to 28 March 2007.
531 |
532 | Nothing in this License shall be construed as excluding or limiting
533 | any implied license or other defenses to infringement that may
534 | otherwise be available to you under applicable patent law.
535 |
536 | #### 12. No Surrender of Others' Freedom.
537 |
538 | If conditions are imposed on you (whether by court order, agreement or
539 | otherwise) that contradict the conditions of this License, they do not
540 | excuse you from the conditions of this License. If you cannot convey a
541 | covered work so as to satisfy simultaneously your obligations under
542 | this License and any other pertinent obligations, then as a
543 | consequence you may not convey it at all. For example, if you agree to
544 | terms that obligate you to collect a royalty for further conveying
545 | from those to whom you convey the Program, the only way you could
546 | satisfy both those terms and this License would be to refrain entirely
547 | from conveying the Program.
548 |
549 | #### 13. Use with the GNU Affero General Public License.
550 |
551 | Notwithstanding any other provision of this License, you have
552 | permission to link or combine any covered work with a work licensed
553 | under version 3 of the GNU Affero General Public License into a single
554 | combined work, and to convey the resulting work. The terms of this
555 | License will continue to apply to the part which is the covered work,
556 | but the special requirements of the GNU Affero General Public License,
557 | section 13, concerning interaction through a network will apply to the
558 | combination as such.
559 |
560 | #### 14. Revised Versions of this License.
561 |
562 | The Free Software Foundation may publish revised and/or new versions
563 | of the GNU General Public License from time to time. Such new versions
564 | will be similar in spirit to the present version, but may differ in
565 | detail to address new problems or concerns.
566 |
567 | Each version is given a distinguishing version number. If the Program
568 | specifies that a certain numbered version of the GNU General Public
569 | License "or any later version" applies to it, you have the option of
570 | following the terms and conditions either of that numbered version or
571 | of any later version published by the Free Software Foundation. If the
572 | Program does not specify a version number of the GNU General Public
573 | License, you may choose any version ever published by the Free
574 | Software Foundation.
575 |
576 | If the Program specifies that a proxy can decide which future versions
577 | of the GNU General Public License can be used, that proxy's public
578 | statement of acceptance of a version permanently authorizes you to
579 | choose that version for the Program.
580 |
581 | Later license versions may give you additional or different
582 | permissions. However, no additional obligations are imposed on any
583 | author or copyright holder as a result of your choosing to follow a
584 | later version.
585 |
586 | #### 15. Disclaimer of Warranty.
587 |
588 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
589 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
590 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT
591 | WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
592 | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
593 | A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
594 | PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE
595 | DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
596 | CORRECTION.
597 |
598 | #### 16. Limitation of Liability.
599 |
600 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
601 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
602 | CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
603 | INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
604 | ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT
605 | NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
606 | LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM
607 | TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
608 | PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
609 |
610 | #### 17. Interpretation of Sections 15 and 16.
611 |
612 | If the disclaimer of warranty and limitation of liability provided
613 | above cannot be given local legal effect according to their terms,
614 | reviewing courts shall apply local law that most closely approximates
615 | an absolute waiver of all civil liability in connection with the
616 | Program, unless a warranty or assumption of liability accompanies a
617 | copy of the Program in return for a fee.
618 |
619 | END OF TERMS AND CONDITIONS
620 |
621 | ### How to Apply These Terms to Your New Programs
622 |
623 | If you develop a new program, and you want it to be of the greatest
624 | possible use to the public, the best way to achieve this is to make it
625 | free software which everyone can redistribute and change under these
626 | terms.
627 |
628 | To do so, attach the following notices to the program. It is safest to
629 | attach them to the start of each source file to most effectively state
630 | the exclusion of warranty; and each file should have at least the
631 | "copyright" line and a pointer to where the full notice is found.
632 |
633 |
634 | Copyright (C)
635 |
636 | This program is free software: you can redistribute it and/or modify
637 | it under the terms of the GNU General Public License as published by
638 | the Free Software Foundation, either version 3 of the License, or
639 | (at your option) any later version.
640 |
641 | This program is distributed in the hope that it will be useful,
642 | but WITHOUT ANY WARRANTY; without even the implied warranty of
643 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
644 | GNU General Public License for more details.
645 |
646 | You should have received a copy of the GNU General Public License
647 | along with this program. If not, see .
648 |
649 | Also add information on how to contact you by electronic and paper
650 | mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands \`show w' and \`show c' should show the
661 | appropriate parts of the General Public License. Of course, your
662 | program's commands might be different; for a GUI interface, you would
663 | use an "about box".
664 |
665 | You should also get your employer (if you work as a programmer) or
666 | school, if any, to sign a "copyright disclaimer" for the program, if
667 | necessary. For more information on this, and how to apply and follow
668 | the GNU GPL, see .
669 |
670 | The GNU General Public License does not permit incorporating your
671 | program into proprietary programs. If your program is a subroutine
672 | library, you may consider it more useful to permit linking proprietary
673 | applications with the library. If this is what you want to do, use the
674 | GNU Lesser General Public License instead of this License. But first,
675 | please read .
676 |
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