implement seblague's acceleration based formulas, may require tweaking

This commit is contained in:
Xevion
2020-05-25 13:18:16 -05:00
parent c6556338cd
commit 2ed2fa1116
3 changed files with 12 additions and 10 deletions

View File

@@ -56,14 +56,15 @@ public class Boid : MonoBehaviour {
acceleration += SteerTowards(RuleBound()) * _parent.boundaryBias; acceleration += SteerTowards(RuleBound()) * _parent.boundaryBias;
// Limit the Velocity Vector to a certain Magnitude // Limit the Velocity Vector to a certain Magnitude
_velocity += acceleration; _velocity += acceleration * Time.deltaTime;
float speed = _velocity.magnitude; float speed = _velocity.magnitude;
Vector2 dir = _velocity / speed; Vector2 dir = _velocity / speed;
speed = Mathf.Clamp(speed, _parent.minSpeed, _parent.maxSpeed); speed = Mathf.Clamp(speed, _parent.minSpeed, _parent.maxSpeed);
_velocity = dir * speed; _velocity = dir * speed;
_position += _velocity; _position += _velocity * Time.deltaTime;
transform.position = new Vector3(_position.x, _position.y, 0); transform.position = new Vector3(_position.x, _position.y, 0);
// transform.forward = dir;
} }
if (_parent.edgeWrapping) if (_parent.edgeWrapping)

View File

@@ -36,7 +36,7 @@ public class BoidController : MonoBehaviour {
[SerializeField] public bool edgeWrapping = true; // Enforce Edge Wrapping [SerializeField] public bool edgeWrapping = true; // Enforce Edge Wrapping
[SerializeField] public int circleVertexCount = 40; // The number of vertices for circles displayed [SerializeField] public int circleVertexCount = 40; // The number of vertices for circles displayed
[SerializeField] public float circleWidth = 0.1f; // Width of circle [SerializeField] public float circleWidth = 0.1f; // Width of circle
[SerializeField] public float maxSteerForce = 1f; [SerializeField] public float maxSteerForce = 10f;
public Boid focusedBoid; // A focused Boid has special rendering public Boid focusedBoid; // A focused Boid has special rendering

View File

@@ -21,17 +21,18 @@ public class BoidControllerEditor : Editor {
// Basic Boid Controller Attributes // Basic Boid Controller Attributes
controller.boidGroupRange = EditorGUILayout.Slider("Group Range", controller.boidGroupRange, 0.01f, 7.5f); controller.boidGroupRange = EditorGUILayout.Slider("Group Range", controller.boidGroupRange, 0.01f, 7.5f);
controller.boidStartVelocity = EditorGUILayout.Slider("Start Velocity", controller.boidStartVelocity, 0.01f, 5.0f); controller.boidStartVelocity = EditorGUILayout.Slider("Start Velocity", controller.boidStartVelocity, 0.01f, 25.0f);
controller.minSpeed = EditorGUILayout.Slider("Minimum Speed", controller.minSpeed, 0.01f, 5.0f); controller.minSpeed = EditorGUILayout.Slider("Minimum Speed", controller.minSpeed, 0.01f, 25.0f);
controller.maxSpeed = EditorGUILayout.Slider("Maximum Speed", controller.maxSpeed, 0.01f, 5.0f); controller.maxSpeed = EditorGUILayout.Slider("Maximum Speed", controller.maxSpeed, 0.01f, 25.0f);
controller.boidSeparationRange = EditorGUILayout.Slider("Separation Range", controller.boidSeparationRange, 0.01f, 5.0f); controller.boidSeparationRange = EditorGUILayout.Slider("Separation Range", controller.boidSeparationRange, 0.01f, 5.0f);
controller.boundaryForce = EditorGUILayout.Slider("Boundary Force", controller.boundaryForce, 0.25f, 1f); controller.boundaryForce = EditorGUILayout.Slider("Boundary Force", controller.boundaryForce, 0.25f, 1f);
controller.maxSteerForce = EditorGUILayout.Slider("Max Steer Force", controller.maxSteerForce, 1f, 100f);
// Boid Bias Attributes // Boid Bias Attributes
controller.alignmentBias = EditorGUILayout.Slider("Alignment Bias", controller.alignmentBias, 0.001f, 0.5f); controller.alignmentBias = EditorGUILayout.Slider("Alignment Bias", controller.alignmentBias, 0.001f, 1.5f);
controller.cohesionBias = EditorGUILayout.Slider("Cohesion Bias", controller.cohesionBias, 0.001f, 0.5f); controller.cohesionBias = EditorGUILayout.Slider("Cohesion Bias", controller.cohesionBias, 0.001f, 1.5f);
controller.separationBias = EditorGUILayout.Slider("Separation Bias", controller.separationBias, 0.001f, 0.5f); controller.separationBias = EditorGUILayout.Slider("Separation Bias", controller.separationBias, 0.001f, 1.5f);
controller.boundaryBias = EditorGUILayout.Slider("Boundary Bias", controller.boundaryBias, 0.01f, 0.5f); controller.boundaryBias = EditorGUILayout.Slider("Boundary Bias", controller.boundaryBias, 0.01f, 1.5f);
controller.localFlocks = EditorGUILayout.Toggle("Use Groups?", controller.localFlocks); controller.localFlocks = EditorGUILayout.Toggle("Use Groups?", controller.localFlocks);
controller.edgeWrapping = EditorGUILayout.Toggle("Enforce Wrapping?", controller.edgeWrapping); controller.edgeWrapping = EditorGUILayout.Toggle("Enforce Wrapping?", controller.edgeWrapping);