general cleanup, fix BoidController GetComponent referencing/performance issues, readying for feature implementation

This commit is contained in:
Xevion
2020-05-16 21:17:56 -05:00
parent 855aa23a0b
commit 2dffcdcf3b
2 changed files with 19 additions and 17 deletions

View File

@@ -9,13 +9,14 @@ using Random = UnityEngine.Random;
public class Boid : MonoBehaviour {
[NonSerialized] public Vector2 position = Vector2.zero;
public Vector2 velocity;
[NonSerialized] public Renderer[] renderers;
[NonSerialized] public bool IsWrappingX = false;
[NonSerialized] public bool IsWrappingY = false;
private BoidController parent;
void Start() {
velocity = new Vector2(0.03f * Random.value < 0.5 ? 1 : -1, 0.03f * Random.value < 0.5 ? 1 : -1);
renderers = GetComponents<Renderer>();
parent = transform.parent.GetComponent<BoidController>();
// Acquire a Velocity Vector with a magnitude
velocity = GetRandomVelocity(parent.boidStartVelocity);
}
void Update() {
@@ -24,29 +25,32 @@ public class Boid : MonoBehaviour {
}
public Vector2 NextPosition(List<Boid> boids, float[] magnitudes) {
// Skip Flock Calculations if wrapping in progress
if (IsWrappingX || IsWrappingY)
return position + velocity;
// Acquires all
List<Boid> flock = GetFlock(boids, 20);
// Acquires all Boids within the local flock
List<Boid> flock = GetFlock(parent.boids, parent.boidGroupRange);
if (flock.Count > 0) {
// Calculate all offsets and multiple by magnitudes given
Vector2 r1 = Rule1(flock) * magnitudes[0];
Vector2 r2 = Rule2(flock) * magnitudes[1];
Vector2 r3 = Rule3(flock) * magnitudes[2];
Vector2 r1 = Rule1(flock) * parent.cohesionBias;
Vector2 r2 = Rule2(flock) * parent.separationBias;
Vector2 r3 = Rule3(flock) * parent.alignmentBias;
velocity += r1 + r2 + r3;
}
LimitVelocity();
// Limit the Velocity Vector to a certain Magnitude
if (velocity.magnitude > parent.boidVelocityLimit) {
velocity = (velocity / velocity.magnitude) * parent.boidVelocityLimit;
}
return position + velocity;
}
void LimitVelocity() {
if (velocity.magnitude > 2f) {
velocity = (velocity / velocity.magnitude) * 2f;
}
Vector2 GetRandomVelocity(float magnitude) {
Vector2 vector = new Vector2(magnitude, magnitude);
return Util.RotateBy(vector, Random.Range(0, 180));
}
// Cohesion: Steer towards center of mass of flock

View File

@@ -11,7 +11,8 @@ public class BoidController : MonoBehaviour {
// Swarm Attributes
public int boidCount = 50;
public float boidGroupRange = 1.0f;
public float boidVelocity = 0.005f;
public float boidStartVelocity = 0.005f;
public float boidVelocityLimit = 2.0f;
// Bias changes how different rules influence individual Boids more or less
public float separationBias = 1.0f;
@@ -59,16 +60,13 @@ public class BoidController : MonoBehaviour {
// Activate Wrap, Move
Vector2 newPosition = boid.transform.position;
Vector3 viewportPosition = _cam.WorldToViewportPoint(newPosition);
print($"{boid.IsWrappingX} {boid.IsWrappingY} {viewportPosition}");
if (!boid.IsWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
print("WrappingX");
newPosition.x = -newPosition.x;
boid.IsWrappingX = true;
}
if (!boid.IsWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) {
print("WrappingY");
newPosition.y = -newPosition.y;
boid.IsWrappingY = true;
}