├── .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: -------------------------------------------------------------------------------- 1 | __pycache__ 2 | -------------------------------------------------------------------------------- /nboids.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Nikorasu/PyNBoids/HEAD/nboids.png -------------------------------------------------------------------------------- /preview.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Nikorasu/PyNBoids/HEAD/preview.gif -------------------------------------------------------------------------------- /run_ss.py: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /example_scene.py: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # PyNBoids 2 | ![Preview](preview.gif "Preview") 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 | -------------------------------------------------------------------------------- /pixelboids_old.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 | 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 | -------------------------------------------------------------------------------- /pynboids.py: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /pixelboids.py: -------------------------------------------------------------------------------- 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 4 | 5 | Copyright (C) 2007 Free Software Foundation, Inc. 6 | 7 | 8 | Everyone is permitted to copy and distribute verbatim copies of this 9 | license document, but changing it is not allowed. 10 | 11 | ### Preamble 12 | 13 | The GNU General Public License is a free, copyleft license for 14 | software and other kinds of works. 15 | 16 | The licenses for most software and other practical works are designed 17 | to take away your freedom to share and change the works. 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"Object code" means any non-source form of 122 | a work. 123 | 124 | A "Standard Interface" means an interface that either is an official 125 | standard defined by a recognized standards body, or, in the case of 126 | interfaces specified for a particular programming language, one that 127 | is widely used among developers working in that language. 128 | 129 | The "System Libraries" of an executable work include anything, other 130 | than the work as a whole, that (a) is included in the normal form of 131 | packaging a Major Component, but which is not part of that Major 132 | Component, and (b) serves only to enable use of the work with that 133 | Major Component, or to implement a Standard Interface for which an 134 | implementation is available to the public in source code form. A 135 | "Major Component", in this context, means a major essential component 136 | (kernel, window system, and so on) of the specific operating system 137 | (if any) on which the executable work runs, or a compiler used to 138 | produce the work, or an object code interpreter used to run it. 139 | 140 | The "Corresponding Source" for a work in object code form means all 141 | the source code needed to generate, install, and (for an executable 142 | work) run the object code and to modify the work, including scripts to 143 | control those activities. However, it does not include the work's 144 | System Libraries, or general-purpose tools or generally available free 145 | programs which are used unmodified in performing those activities but 146 | which are not part of the work. For example, Corresponding Source 147 | includes interface definition files associated with source files for 148 | the work, and the source code for shared libraries and dynamically 149 | linked subprograms that the work is specifically designed to require, 150 | such as by intimate data communication or control flow between those 151 | subprograms and other parts of the work. 152 | 153 | The Corresponding Source need not include anything that users can 154 | regenerate automatically from other parts of the Corresponding Source. 155 | 156 | The Corresponding Source for a work in source code form is that same 157 | work. 158 | 159 | #### 2. Basic Permissions. 160 | 161 | All rights granted under this License are granted for the term of 162 | copyright on the Program, and are irrevocable provided the stated 163 | conditions are met. This License explicitly affirms your unlimited 164 | permission to run the unmodified Program. The output from running a 165 | covered work is covered by this License only if the output, given its 166 | content, constitutes a covered work. This License acknowledges your 167 | rights of fair use or other equivalent, as provided by copyright law. 168 | 169 | You may make, run and propagate covered works that you do not convey, 170 | without conditions so long as your license otherwise remains in force. 171 | You may convey covered works to others for the sole purpose of having 172 | them make modifications exclusively for you, or provide you with 173 | facilities for running those works, provided that you comply with the 174 | terms of this License in conveying all material for which you do not 175 | control copyright. Those thus making or running the covered works for 176 | you must do so exclusively on your behalf, under your direction and 177 | control, on terms that prohibit them from making any copies of your 178 | copyrighted material outside their relationship with you. 179 | 180 | Conveying under any other circumstances is permitted solely under the 181 | conditions stated below. Sublicensing is not allowed; section 10 makes 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 | --------------------------------------------------------------------------------