mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-14 10:11:05 -06:00
make most Boid properties private, use Renderer check for Wrapping visibility, broke ScreenWrap functionality again, Boid GameObject sibling index based naming, many new comments
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@@ -6,76 +6,76 @@ using Random = UnityEngine.Random;
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// Boids are represented by a moving, rotating triangle.
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// Boids should communicate with sibling Boids
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public class Boid : MonoBehaviour {
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[NonSerialized] public Vector2 position = Vector2.zero;
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[NonSerialized] public Vector2 velocity;
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[NonSerialized] public bool IsWrappingX = false;
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[NonSerialized] public bool IsWrappingY = false;
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private BoidController parent;
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[NonSerialized] private Vector2 _position = Vector2.zero;
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[NonSerialized] private Vector2 _velocity;
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[NonSerialized] private bool _isWrappingX = false;
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[NonSerialized] private bool _isWrappingY = false;
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[NonSerialized] private Renderer[] _renderers;
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private BoidController _parent;
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void Start() {
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parent = transform.parent.GetComponent<BoidController>();
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// Acquire a Velocity Vector with a magnitude
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velocity = GetRandomVelocity(parent.boidStartVelocity);
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_parent = transform.parent.GetComponent<BoidController>(); // Parent used to perform physics math without caching
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_renderers = transform.GetComponents<Renderer>(); // Acquire Renderer(s) to check for Boid visibility
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_velocity = GetRandomVelocity(_parent.boidStartVelocity); // Acquire a Velocity Vector with a magnitude
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_position = transform.position; // Track 2D position separately
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transform.name = $"Boid {transform.GetSiblingIndex()}"; // Name the Game Object so Boids can be tracked somewhat
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}
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void Update() {
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// Updates the rotation of the object based on the Velocity
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transform.rotation = Quaternion.Euler(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(velocity.x, velocity.y));
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transform.rotation = Quaternion.Euler(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(_velocity.x, _velocity.y));
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// Skip Flock Calculations if wrapping in progress
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if (!IsWrappingX && !IsWrappingY) {
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// Acquires all Boids within the local flock
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// List<Boid> flock = GetFlock(parent.boids, parent.boidGroupRange);
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List<Boid> flock = parent.boids;
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List<Boid> flock = _parent.boids;
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if (flock.Count > 0) {
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// Calculate all offsets and multiple by magnitudes given
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Vector2 r1 = Rule1(flock) * parent.cohesionBias;
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Vector2 r2 = Rule2(flock) * parent.separationBias;
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Vector2 r3 = Rule3(flock) * parent.alignmentBias;
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velocity += r1 + r2 + r3;
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Vector2 r1 = Rule1(flock) * _parent.cohesionBias;
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Vector2 r2 = Rule2(flock) * _parent.separationBias;
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Vector2 r3 = Rule3(flock) * _parent.alignmentBias;
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_velocity += r1 + r2 + r3;
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}
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// Limit the Velocity Vector to a certain Magnitude
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if (velocity.magnitude > parent.boidVelocityLimit) {
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velocity = (velocity / velocity.magnitude) * parent.boidVelocityLimit;
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}
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if (_velocity.magnitude > _parent.boidVelocityLimit) {
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_velocity = (_velocity / _velocity.magnitude) * _parent.boidVelocityLimit;
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}
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// Update 2D and 3D transform positions based on current velocity
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position += velocity;
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transform.position = new Vector3(position.x, position.y, 0);
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_position += _velocity;
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transform.position = new Vector3(_position.x, _position.y, 0);
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// If either dimension of wrapping is still unlocked, check wrapping code.
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if(!IsWrappingX || !IsWrappingY)
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Wrapping();
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ScreenWrap();
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}
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void Wrapping() {
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if (!parent.space.Contains(position)) {
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void ScreenWrap() {
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foreach (var _renderer in _renderers)
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if (_renderer.isVisible) {
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_isWrappingX = false;
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_isWrappingY = false;
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return;
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}
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if (_isWrappingX && _isWrappingY)
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return;
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// Activate Wrap, Move
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Vector2 newPosition = transform.position;
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Vector3 viewportPosition = parent._cam.WorldToViewportPoint(newPosition);
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Vector3 viewportPosition = _parent._cam.WorldToViewportPoint(newPosition);
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if (!IsWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
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if (!_isWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
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newPosition.x = -newPosition.x;
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IsWrappingX = true;
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_isWrappingX = true;
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}
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if (!IsWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) {
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if (!_isWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) {
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newPosition.y = -newPosition.y;
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IsWrappingY = true;
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_isWrappingY = true;
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}
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transform.position = newPosition;
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position = newPosition;
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}
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else {
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// Within the rectangle again
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IsWrappingX = false;
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IsWrappingY = false;
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}
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_position = newPosition;
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}
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Vector2 GetRandomVelocity(float magnitude) {
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@@ -87,17 +87,17 @@ public class Boid : MonoBehaviour {
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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 /= parent.boids.Count;
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return (center - this.position) / 100;
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center += boid._position;
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center /= _parent.boids.Count;
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return (center - this._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 - this.position;
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if (diff.magnitude < parent.separationRange)
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Vector2 diff = boid._position - this._position;
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if (diff.magnitude < _parent.separationRange)
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c -= diff;
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}
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@@ -111,16 +111,16 @@ public class Boid : MonoBehaviour {
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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 += boid._velocity;
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perceived /= flock.Count;
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return (perceived - velocity) / 8;
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return (perceived - _velocity) / 8;
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}
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// Returns a list of boids within a certain radius of the Boid, representing it's local 'flock'
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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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foreach (Boid boid in boids)
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if (boid != this && Vector2.Distance(this.position, boid.position) <= radius)
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if (boid != this && Vector2.Distance(this._position, boid._position) <= radius)
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flock.Add(boid);
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return flock;
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}
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@@ -43,14 +43,16 @@ public class BoidController : MonoBehaviour {
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// Add in Boid Objects / Spawn Boid Prefabs
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for (int i = 0; i < boidCount; i++) {
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// Generate a new position within the Rect boundaries (minus a little)
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var position = new Vector2(
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Random.Range(-space.size.x, space.size.x) / 2 * 0.95f,
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Random.Range(-space.size.y, space.size.y) / 2 * 0.95f);
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// Spawn a new Boid prefab
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GameObject boid = Instantiate(boidObject, position, Quaternion.identity);
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// Set parent, add Boid component to Boids list
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boid.transform.parent = transform;
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boids.Add(boid.GetComponent<Boid>());
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boids[boids.Count - 1].position = position;
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}
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}
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}
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@@ -173,7 +173,7 @@ Camera:
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far clip plane: 1000
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field of view: 60
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orthographic: 1
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orthographic size: 40
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orthographic size: 22.68
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m_Depth: -1
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m_CullingMask:
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serializedVersion: 2
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@@ -232,20 +232,14 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 7d72224fef7a4fb4a998b0980fe0eb77, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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space:
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serializedVersion: 2
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x: 0
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y: 0
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width: 35
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height: 20
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boidCount: 150
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boidCount: 208
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boidGroupRange: 5
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boidStartVelocity: 0.05
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boidVelocityLimit: 0.8
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separationRange: 2.3
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separationBias: 0.01
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alignmentBias: 0.04
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cohesionBias: 0.009
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alignmentBias: 0.01
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cohesionBias: 0.01
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boidObject: {fileID: 1737515784064720040, guid: 23e1eaaf69d4ef342ac3ef9590f6c642,
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type: 3}
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boids: []
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