add checks for group/sep/fov checks to recreate LineRenderers

This commit is contained in:
Xevion
2020-05-27 20:05:26 -05:00
parent 30dd4a1100
commit 303e846e0f
2 changed files with 19 additions and 17 deletions

View File

@@ -29,7 +29,10 @@ public class Boid : MonoBehaviour {
// Updates the rotation of the object based on the Velocity
transform.eulerAngles = new Vector3(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(_velocity.x, _velocity.y));
// Skip Flock Calculations if wrapping in progress
if(isFocused)
Draw(true);
// Skip Flock Calculations if wrapping in progress
if (_isWrappingX || _isWrappingY) {
UpdateCenteringVelocity();
_position += _centeringVelocity * Time.deltaTime;
@@ -72,14 +75,6 @@ public class Boid : MonoBehaviour {
private void OnDrawGizmos() {
// Show # of Boids in Neighborhood
Handles.Label(transform.position, $"{_latestNeighborhoodCount}");
// Draw a Wire Arc visualizing FOV
if (isFocused) {
float angle = transform.eulerAngles.z + (_parent.boidFOV / 2f);
Vector3 from = Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward;
Handles.DrawWireArc(transform.position, transform.forward, from, _parent.boidFOV,
(_parent.boidGroupRange + _parent.boidSeparationRange) / 2f);
}
}
public Vector3 DirectionFromAngle(float _angleInDeg, bool _global) {
@@ -236,7 +231,7 @@ public class Boid : MonoBehaviour {
Destroy(child.gameObject);
}
private void Draw(bool redraw = false) {
public void Draw(bool redraw = false) {
if (redraw)
foreach (Transform child in transform)
Destroy(child.gameObject);
@@ -292,17 +287,20 @@ public class Boid : MonoBehaviour {
line.useWorldSpace = false;
line.startWidth = _parent.circleWidth;
line.endWidth = _parent.circleWidth;
line.positionCount = vertexCount + 1;
line.positionCount = vertexCount + 1 + 2;
// Calculate points for circle
var pointCount = vertexCount + 1;
var points = new Vector3[pointCount];
var points = new Vector3[pointCount + 2];
for (int i = 0; i < pointCount; i++) {
var rad = Mathf.Deg2Rad * Mathf.LerpAngle(from, to, i / (float) pointCount);
var rad = Mathf.Deg2Rad * (180 - Mathf.LerpAngle(from, to, i / (float) pointCount));
// var rad = Mathf.Deg2Rad * (i * 360f / _parent.circleVertexCount);
points[i] = new Vector3(Mathf.Sin(rad) * radius, Mathf.Cos(rad) * radius, 0);
points[i + 1] = new Vector3(Mathf.Sin(rad) * radius, Mathf.Cos(rad) * radius, 0);
}
points[0] = new Vector3(0, 0, 0);
points[points.Length - 1] = points[0];
// Add points to LineRenderer
line.SetPositions(points);
}

View File

@@ -20,16 +20,20 @@ public class BoidControllerEditor : Editor {
}
// Basic Boid Controller Attributes
controller.boidGroupRange = EditorGUILayout.Slider("Group Range", controller.boidGroupRange, 0.01f, 7.5f);
controller.boidStartVelocity = EditorGUILayout.Slider("Start Velocity", controller.boidStartVelocity, 0.01f, 25.0f);
EditorGUILayout.MinMaxSlider("Speed Limit", ref controller.minSpeed, ref controller.maxSpeed, 0.01f, 25f);
// controller.minSpeed = EditorGUILayout.Slider("Minimum Speed", controller.minSpeed, 0.01f, 25.0f);
// 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.boundaryForce = EditorGUILayout.Slider("Boundary Force", controller.boundaryForce, 0.25f, 50f);
controller.maxSteerForce = EditorGUILayout.Slider("Max Steer Force", controller.maxSteerForce, 1f, 500f);
EditorGUI.BeginChangeCheck();
controller.boidGroupRange = EditorGUILayout.Slider("Group Range", controller.boidGroupRange, 0.01f, 7.5f);
controller.boidSeparationRange = EditorGUILayout.Slider("Separation Range", controller.boidSeparationRange, 0.01f, 5.0f);
controller.boidFOV = EditorGUILayout.Slider("Boid FOV", controller.boidFOV, 1f, 360f);
if (EditorGUI.EndChangeCheck())
controller.focusedBoid.Draw(true);
// Boid Bias Attributes
controller.alignmentBias = EditorGUILayout.Slider("Alignment Bias", controller.alignmentBias, 0.001f, 1.5f);
controller.cohesionBias = EditorGUILayout.Slider("Cohesion Bias", controller.cohesionBias, 0.001f, 1.5f);