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https://github.com/Xevion/Boids.git
synced 2025-12-13 12:11:03 -06:00
implement all basic flock rules
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@@ -1,10 +1,19 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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public class Boid {
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public class Boid {
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private Vector2 _position;
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private Vector2 _position;
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private Vector2 _velocity;
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private Vector2 _velocity;
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Boid(Vector2 position, Vector2 velocity) {
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_position = position;
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_velocity = velocity;
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}
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public void SetPosition(Vector2 position) {
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_position = position;
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}
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// Renders the Boid. If focused, the
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// Renders the Boid. If focused, the
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void Render(bool focused = false) {
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void Render(bool focused = false) {
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@@ -12,18 +21,50 @@ public class Boid {
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// Returns the next position the Boid will be moving to
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// Returns the next position the Boid will be moving to
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Vector2 NextPosition(List<Boid> boids, float[] magnitudes) {
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Vector2 NextPosition(List<Boid> boids, float[] magnitudes) {
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// Find the local flock
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List<Boid> flock = GetFlock(boids, 5);
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// Calculate all offsets and multiple by magnitudes given
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Vector2 r1 = Rule1(flock) * magnitudes[0];
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Vector2 r2 = Rule2(flock) * magnitudes[1];
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Vector2 r3 = Rule3(flock) * magnitudes[2];
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return _position + r1 + r2 + r3;
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}
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}
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// Cohesion: Steer towards center of mass of flock
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// Cohesion: Steer towards center of mass of flock
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Vector2 Rule1(List<Boid> flock) {
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Vector2 Rule1(List<Boid> flock) {
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Vector2 center = Vector2.zero;
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foreach (Boid boid in flock)
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center += boid._position;
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center /= flock.Count;
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return (center - _position) / 100;
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}
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// Separation: Steer to avoid other Boids within flock
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Vector2 Rule2(List<Boid> flock) {
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Vector2 c = Vector2.zero;
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foreach (Boid boid in flock) {
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Vector2 diff = boid._position - _position;
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if (diff.magnitude < 5)
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c -= diff;
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}
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return c;
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}
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// Alignment: Steer to align with the average heading of the flock
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Vector3 Rule3(List<Boid> flock) {
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Vector2 perceived = Vector2.zero;
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foreach (Boid boid in flock)
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perceived += boid._velocity;
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perceived /= flock.Count;
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return (perceived - _velocity) / 8;
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}
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}
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List<Boid> GetFlock(List<Boid> boids, float radius) {
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List<Boid> GetFlock(List<Boid> boids, float radius) {
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List<Boid> flock = new List<Boid>();
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List<Boid> flock = new List<Boid>();
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foreach(Boid boid in boids)
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foreach(Boid boid in boids)
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if(Vector2.Distance(this._position, boid._position) <= radius)
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if(boid != this && Vector2.Distance(_position, boid._position) <= radius)
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flock.Add(boid);
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flock.Add(boid);
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return flock;
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return flock;
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}
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}
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