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@ppmpreetham/three-boids

v1.0.4

Published

Readme

Three Boids

A boid simulation library written in TSL (Three Shading Language) and wrapped in a React Three Fiber component: <BoidsSystem />.


Installation

# npm
npm install @ppmpreetham/three-boids three @react-three/fiber

# pnpm
pnpm add @ppmpreetham/three-boids three @react-three/fiber

# yarn
yarn add @ppmpreetham/three-boids three @react-three/fiber

[!NOTE]
Requires WebGPU support. Ensure your Three.js canvas is initialized with THREE.WebGPURenderer.


Quick Start (React Three Fiber)

import React, { useMemo, useRef } from "react"
import * as THREE from "three/webgpu"
import { Canvas, useFrame } from "@react-three/fiber"
import { BoidsSystem, BoidRuleType, BoidRulesetType, BoidState } from "@ppmpreetham/three-boids"

function Scene() {
  const goalRef = useRef<THREE.Object3D>(null)

  useFrame(({ clock }) => {
    if (!goalRef.current) return
    const t = clock.getElapsedTime() * 0.5
    goalRef.current.position.set(Math.cos(t) * 15, 6 + Math.sin(t * 1.5) * 3, Math.sin(t) * 15)
  })

  // flock behavior state
  const states: BoidState[] = useMemo(
    () => [
      {
        name: "Fly",
        ruleset: BoidRulesetType.Fuzzy,
        fuzziness: 0.5,
        rules: [
          { type: BoidRuleType.Separate },
          {
            type: BoidRuleType.AvoidCollision,
            lookAhead: 2,
            withBoids: true,
            withDeflectors: true,
          },
          { type: BoidRuleType.Goal, object: 0, predict: true },
          { type: BoidRuleType.Flock },
          { type: BoidRuleType.AverageSpeed, speed: 0.6, wander: 0.2, level: 0.4 },
        ],
      },
    ],
    [],
  )

  // collision obstacles
  const deflectors = useMemo(
    () => [
      {
        type: "plane" as const,
        point: new THREE.Vector3(0, 0, 0),
        normal: new THREE.Vector3(0, 1, 0),
      },
      { type: "sphere" as const, center: new THREE.Vector3(0, 4, 0), radius: 4 },
    ],
    [],
  )

  return (
    <>
      <ambientLight intensity={0.6} />
      <directionalLight position={[20, 30, 20]} intensity={1.5} />

      {/* Target object */}
      <mesh ref={goalRef}>
        <sphereGeometry args={[0.4, 16, 16]} />
        <meshBasicMaterial color="#ffcc00" />
      </mesh>

      {/* Obstacle */}
      <mesh position={[0, 4, 0]}>
        <sphereGeometry args={[4, 32, 32]} />
        <meshStandardMaterial color="#444444" />
      </mesh>

      {/* Ground plane */}
      <mesh rotation={[-Math.PI / 2, 0, 0]}>
        <planeGeometry args={[100, 100]} />
        <meshStandardMaterial color="#222222" />
      </mesh>

      {/* Boid Flock */}
      <BoidsSystem
        count={1000}
        color="#44aaff"
        states={states}
        targets={goalRef.current ? [{ object: goalRef.current }] : []}
        deflectors={deflectors}
        settings={{
          allowFlight: true,
          airMaxSpeed: 8,
          airMinSpeed: 2,
          airMaxAcc: 0.5,
          airPersonalSpace: 1.2,
          banking: 1.2,
          pitch: 1.0,
        }}
        turbulence={{
          enabled: true,
          strength: 0.5,
          scale: 0.2,
          speed: 0.1,
        }}
        spawn={{
          center: new THREE.Vector3(0, 10, 0),
          box: new THREE.Vector3(10, 4, 10),
          speed: [2, 5],
        }}
      />
    </>
  )
}

Battle & Interactions

Flocks can target and fight each other using the relations prop and BoidsSystemHandle refs:

import {
  BoidsSystem,
  BoidsSystemHandle,
  BoidRuleType,
  BoidRulesetType,
} from "@ppmpreetham/three-boids"

function BattleScene() {
  const redRef = useRef<BoidsSystemHandle>(null)
  const blueRef = useRef<BoidsSystemHandle>(null)

  const redStates = useMemo(
    () => [
      {
        name: "Attack",
        ruleset: BoidRulesetType.Prioritized,
        rules: [
          { type: BoidRuleType.Separate },
          { type: BoidRuleType.Fight, distance: 30, fleeDistance: 40 },
          { type: BoidRuleType.Flock },
        ],
      },
    ],
    [],
  )

  return (
    <>
      <BoidsSystem
        ref={redRef}
        count={500}
        color="#ff4444"
        states={redStates}
        settings={{ health: 1.0, strength: 0.2, aggression: 1.5 }}
        relations={blueRef.current ? [{ system: blueRef.current, mode: "enemy" }] : []}
      />

      <BoidsSystem
        ref={blueRef}
        count={500}
        color="#4488ff"
        states={redStates}
        settings={{ health: 1.0, strength: 0.15, aggression: 1.0 }}
        relations={redRef.current ? [{ system: redRef.current, mode: "enemy" }] : []}
      />
    </>
  )
}

Rules & Ruleset Types

Rulesets (BoidRulesetType)

  • BoidRulesetType.Fuzzy (Default): Randomly evaluates rules based on fuzziness weighting for lifelike organic variation.
  • BoidRulesetType.Prioritized: Evaluates rules in sequential order and executes the first rule that triggers.
  • BoidRulesetType.Average: Computes a weighted average vector of all matching active rules.

Rule Types (BoidRuleType)

| Rule | Description | Key Parameters | | ---------------- | --------------------------------------------------------------------------- | ------------------------------------------ | | Separate | Keeps boids from crowding nearby flockmates. | — | | Flock | Standard alignment and cohesion toward flock centroid. | — | | AvoidCollision | Casts forward rays to steer away from boids and deflectors. | lookAhead, withBoids, withDeflectors | | Goal | Seeks toward a target object index with optional lead prediction. | object, predict | | Avoid | Flees away from a predator or danger object index. | object, predict, fearFactor | | FollowLeader | Follows a specific leader object or queues behind prior boids in the flock. | distance, useLine, queueSize | | AverageSpeed | Maintains cruising speed with random wander orientation. | speed, wander, level | | Fight | Attacks enemy flocks or flees when outnumbered. | distance, fleeDistance |


<BoidsSystem /> Props

| Prop | Type | Default | Description | | ------------ | --------------------------- | ------------------------ | ------------------------------------------------------------- | | count | number | 1000 | Number of simulated boids. | | settings | Partial<BoidSettings> | {} | Physics, movement, agility, and battle parameters. | | states | BoidState[] | Default Fly State | Behavior state machine configurations. | | targets | BoidTargetInput[] | [] | External THREE.Object3D targets for Goal / Avoid rules. | | deflectors | BoidDeflectorInput[] | [] | Obstacle deflectors (plane or sphere). | | relations | BoidRelationInput[] | [] | Inter-flock interactions (enemy, friend, neutral). | | turbulence | BoidTurbulence | { enabled: false } | Divergence-free 3D curl noise turbulence field. | | spawn | BoidSpawn | Center box | Initial spawn volume (box or mesh surface sampling). | | gravity | number | -9.81 | Gravitational acceleration along Y. | | groundY | number | 0 | Default ground level for landing and walking. | | color | THREE.ColorRepresentation | "#ffffff" | Instanced mesh color tint. | | geometry | THREE.BufferGeometry | Cone geometry | Custom geometry for boid instances. | | material | THREE.Material | MeshStandardNodeMaterial | Custom TSL-compatible material. | | ref | Ref<BoidsSystemHandle> | — | Access underlying GPU buffers and uniforms imperatively. |


Vanilla Three.js / GPGPU API

For projects without React, you can use the pure TypeGPU/TSL GPGPU factory:

import * as THREE from "three/webgpu"
import { createBoidGPU, syncBoidUniforms, resolveSpawn } from "@ppmpreetham/three-boids"

const spawn = resolveSpawn({
  center: new THREE.Vector3(0, 5, 0),
  box: new THREE.Vector3(10, 2, 10),
})
const boidGPU = createBoidGPU(1000, settings, spawn, 0)

const initCompute = boidGPU.initNode
const simCompute = boidGPU.simulationNode([], states)

// in your render loop:
renderer.compute(simCompute)
renderer.render(scene, camera)