make most Boid properties private, use Renderer check for Wrapping visibility, broke ScreenWrap functionality again, Boid GameObject sibling index based naming, many new comments

This commit is contained in:
Xevion
2020-05-16 22:57:00 -05:00
parent 4d00d3b26a
commit 505211b9dc
3 changed files with 65 additions and 69 deletions

View File

@@ -6,76 +6,76 @@ using Random = UnityEngine.Random;
// Boids are represented by a moving, rotating triangle. // Boids are represented by a moving, rotating triangle.
// Boids should communicate with sibling Boids // Boids should communicate with sibling Boids
public class Boid : MonoBehaviour { public class Boid : MonoBehaviour {
[NonSerialized] public Vector2 position = Vector2.zero; [NonSerialized] private Vector2 _position = Vector2.zero;
[NonSerialized] public Vector2 velocity; [NonSerialized] private Vector2 _velocity;
[NonSerialized] public bool IsWrappingX = false; [NonSerialized] private bool _isWrappingX = false;
[NonSerialized] public bool IsWrappingY = false; [NonSerialized] private bool _isWrappingY = false;
private BoidController parent; [NonSerialized] private Renderer[] _renderers;
private BoidController _parent;
void Start() { void Start() {
parent = transform.parent.GetComponent<BoidController>(); _parent = transform.parent.GetComponent<BoidController>(); // Parent used to perform physics math without caching
// Acquire a Velocity Vector with a magnitude _renderers = transform.GetComponents<Renderer>(); // Acquire Renderer(s) to check for Boid visibility
velocity = GetRandomVelocity(parent.boidStartVelocity); _velocity = GetRandomVelocity(_parent.boidStartVelocity); // Acquire a Velocity Vector with a magnitude
_position = transform.position; // Track 2D position separately
transform.name = $"Boid {transform.GetSiblingIndex()}"; // Name the Game Object so Boids can be tracked somewhat
} }
void Update() { void Update() {
// Updates the rotation of the object based on the Velocity // Updates the rotation of the object based on the Velocity
transform.rotation = Quaternion.Euler(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(velocity.x, velocity.y)); transform.rotation = Quaternion.Euler(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(_velocity.x, _velocity.y));
// Skip Flock Calculations if wrapping in progress // Acquires all Boids within the local flock
if (!IsWrappingX && !IsWrappingY) { // List<Boid> flock = GetFlock(parent.boids, parent.boidGroupRange);
// Acquires all Boids within the local flock List<Boid> flock = _parent.boids;
// List<Boid> flock = GetFlock(parent.boids, parent.boidGroupRange);
List<Boid> flock = parent.boids;
if (flock.Count > 0) { if (flock.Count > 0) {
// Calculate all offsets and multiple by magnitudes given // Calculate all offsets and multiple by magnitudes given
Vector2 r1 = Rule1(flock) * parent.cohesionBias; Vector2 r1 = Rule1(flock) * _parent.cohesionBias;
Vector2 r2 = Rule2(flock) * parent.separationBias; Vector2 r2 = Rule2(flock) * _parent.separationBias;
Vector2 r3 = Rule3(flock) * parent.alignmentBias; Vector2 r3 = Rule3(flock) * _parent.alignmentBias;
velocity += r1 + r2 + r3; _velocity += r1 + r2 + r3;
} }
// Limit the Velocity Vector to a certain Magnitude
if (velocity.magnitude > parent.boidVelocityLimit) {
velocity = (velocity / velocity.magnitude) * parent.boidVelocityLimit;
}
// Limit the Velocity Vector to a certain Magnitude
if (_velocity.magnitude > _parent.boidVelocityLimit) {
_velocity = (_velocity / _velocity.magnitude) * _parent.boidVelocityLimit;
} }
// Update 2D and 3D transform positions based on current velocity // Update 2D and 3D transform positions based on current velocity
position += velocity; _position += _velocity;
transform.position = new Vector3(position.x, position.y, 0); transform.position = new Vector3(_position.x, _position.y, 0);
// If either dimension of wrapping is still unlocked, check wrapping code. ScreenWrap();
if(!IsWrappingX || !IsWrappingY)
Wrapping();
} }
void Wrapping() { void ScreenWrap() {
if (!parent.space.Contains(position)) { foreach (var _renderer in _renderers)
// Activate Wrap, Move if (_renderer.isVisible) {
Vector2 newPosition = transform.position; _isWrappingX = false;
Vector3 viewportPosition = parent._cam.WorldToViewportPoint(newPosition); _isWrappingY = false;
return;
if (!IsWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
newPosition.x = -newPosition.x;
IsWrappingX = true;
} }
if (!IsWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) { if (_isWrappingX && _isWrappingY)
newPosition.y = -newPosition.y; return;
IsWrappingY = true;
}
transform.position = newPosition; // Activate Wrap, Move
position = newPosition; Vector2 newPosition = transform.position;
Vector3 viewportPosition = _parent._cam.WorldToViewportPoint(newPosition);
if (!_isWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
newPosition.x = -newPosition.x;
_isWrappingX = true;
} }
else {
// Within the rectangle again if (!_isWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) {
IsWrappingX = false; newPosition.y = -newPosition.y;
IsWrappingY = false; _isWrappingY = true;
} }
transform.position = newPosition;
_position = newPosition;
} }
Vector2 GetRandomVelocity(float magnitude) { Vector2 GetRandomVelocity(float magnitude) {
@@ -87,17 +87,17 @@ public class Boid : MonoBehaviour {
Vector2 Rule1(List<Boid> flock) { Vector2 Rule1(List<Boid> flock) {
Vector2 center = Vector2.zero; Vector2 center = Vector2.zero;
foreach (Boid boid in flock) foreach (Boid boid in flock)
center += boid.position; center += boid._position;
center /= parent.boids.Count; center /= _parent.boids.Count;
return (center - this.position) / 100; return (center - this._position) / 100;
} }
// Separation: Steer to avoid other Boids within flock // Separation: Steer to avoid other Boids within flock
Vector2 Rule2(List<Boid> flock) { Vector2 Rule2(List<Boid> flock) {
Vector2 c = Vector2.zero; Vector2 c = Vector2.zero;
foreach (Boid boid in flock) { foreach (Boid boid in flock) {
Vector2 diff = boid.position - this.position; Vector2 diff = boid._position - this._position;
if (diff.magnitude < parent.separationRange) if (diff.magnitude < _parent.separationRange)
c -= diff; c -= diff;
} }
@@ -111,16 +111,16 @@ public class Boid : MonoBehaviour {
Vector2 perceived = Vector2.zero; Vector2 perceived = Vector2.zero;
foreach (Boid boid in flock) foreach (Boid boid in flock)
perceived += boid.velocity; perceived += boid._velocity;
perceived /= flock.Count; perceived /= flock.Count;
return (perceived - velocity) / 8; return (perceived - _velocity) / 8;
} }
// Returns a list of boids within a certain radius of the Boid, representing it's local 'flock' // Returns a list of boids within a certain radius of the Boid, representing it's local 'flock'
List<Boid> GetFlock(List<Boid> boids, float radius) { List<Boid> GetFlock(List<Boid> boids, float radius) {
List<Boid> flock = new List<Boid>(); List<Boid> flock = new List<Boid>();
foreach (Boid boid in boids) foreach (Boid boid in boids)
if (boid != this && Vector2.Distance(this.position, boid.position) <= radius) if (boid != this && Vector2.Distance(this._position, boid._position) <= radius)
flock.Add(boid); flock.Add(boid);
return flock; return flock;
} }

View File

@@ -43,14 +43,16 @@ public class BoidController : MonoBehaviour {
// Add in Boid Objects / Spawn Boid Prefabs // Add in Boid Objects / Spawn Boid Prefabs
for (int i = 0; i < boidCount; i++) { for (int i = 0; i < boidCount; i++) {
// Generate a new position within the Rect boundaries (minus a little)
var position = new Vector2( var position = new Vector2(
Random.Range(-space.size.x, space.size.x) / 2 * 0.95f, Random.Range(-space.size.x, space.size.x) / 2 * 0.95f,
Random.Range(-space.size.y, space.size.y) / 2 * 0.95f); Random.Range(-space.size.y, space.size.y) / 2 * 0.95f);
// Spawn a new Boid prefab
GameObject boid = Instantiate(boidObject, position, Quaternion.identity); GameObject boid = Instantiate(boidObject, position, Quaternion.identity);
// Set parent, add Boid component to Boids list
boid.transform.parent = transform; boid.transform.parent = transform;
boids.Add(boid.GetComponent<Boid>()); boids.Add(boid.GetComponent<Boid>());
boids[boids.Count - 1].position = position;
} }
} }
} }

View File

@@ -173,7 +173,7 @@ Camera:
far clip plane: 1000 far clip plane: 1000
field of view: 60 field of view: 60
orthographic: 1 orthographic: 1
orthographic size: 40 orthographic size: 22.68
m_Depth: -1 m_Depth: -1
m_CullingMask: m_CullingMask:
serializedVersion: 2 serializedVersion: 2
@@ -232,20 +232,14 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 7d72224fef7a4fb4a998b0980fe0eb77, type: 3} m_Script: {fileID: 11500000, guid: 7d72224fef7a4fb4a998b0980fe0eb77, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
space: boidCount: 208
serializedVersion: 2
x: 0
y: 0
width: 35
height: 20
boidCount: 150
boidGroupRange: 5 boidGroupRange: 5
boidStartVelocity: 0.05 boidStartVelocity: 0.05
boidVelocityLimit: 0.8 boidVelocityLimit: 0.8
separationRange: 2.3 separationRange: 2.3
separationBias: 0.01 separationBias: 0.01
alignmentBias: 0.04 alignmentBias: 0.01
cohesionBias: 0.009 cohesionBias: 0.01
boidObject: {fileID: 1737515784064720040, guid: 23e1eaaf69d4ef342ac3ef9590f6c642, boidObject: {fileID: 1737515784064720040, guid: 23e1eaaf69d4ef342ac3ef9590f6c642,
type: 3} type: 3}
boids: [] boids: []