mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-10 04:06:38 -06:00
update Boid class for new Monobehavior structure
This commit is contained in:
@@ -1,22 +1,13 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Boid {
|
||||
private Vector2 _position;
|
||||
private Vector2 _velocity;
|
||||
// Boids are represented by a moving, rotating triangle.
|
||||
// Boids should communicate with sibling Boids
|
||||
public class Boid : MonoBehaviour {
|
||||
public Vector2 velocity = Vector2.zero;
|
||||
|
||||
public Boid(Vector2 position, Vector2 velocity) {
|
||||
_position = position;
|
||||
_velocity = velocity;
|
||||
}
|
||||
|
||||
public void SetPosition(Vector2 position) {
|
||||
_position = position;
|
||||
}
|
||||
|
||||
// Renders the Boid. If focused, the
|
||||
void Render(bool focused = false) {
|
||||
|
||||
void Start() {
|
||||
velocity = Vector2.one;
|
||||
}
|
||||
|
||||
// Returns the next position the Boid will be moving to
|
||||
@@ -29,23 +20,23 @@ public class Boid {
|
||||
Vector2 r2 = Rule2(flock) * magnitudes[1];
|
||||
Vector2 r3 = Rule3(flock) * magnitudes[2];
|
||||
|
||||
return _position + r1 + r2 + r3;
|
||||
return transform.position + (Vector3) (r1 + r2 + r3);
|
||||
}
|
||||
|
||||
// Cohesion: Steer towards center of mass of flock
|
||||
Vector2 Rule1(List<Boid> flock) {
|
||||
Vector2 center = Vector2.zero;
|
||||
foreach (Boid boid in flock)
|
||||
center += boid._position;
|
||||
center += (Vector2) boid.transform.position;
|
||||
center /= flock.Count;
|
||||
return (center - _position) / 100;
|
||||
return (center - (Vector2) transform.position) / 100;
|
||||
}
|
||||
|
||||
// Separation: Steer to avoid other Boids within flock
|
||||
Vector2 Rule2(List<Boid> flock) {
|
||||
Vector2 c = Vector2.zero;
|
||||
foreach (Boid boid in flock) {
|
||||
Vector2 diff = boid._position - _position;
|
||||
Vector2 diff = boid.transform.position - transform.position;
|
||||
if (diff.magnitude < 5)
|
||||
c -= diff;
|
||||
}
|
||||
@@ -56,15 +47,16 @@ public class Boid {
|
||||
Vector3 Rule3(List<Boid> flock) {
|
||||
Vector2 perceived = Vector2.zero;
|
||||
foreach (Boid boid in flock)
|
||||
perceived += boid._velocity;
|
||||
perceived += boid.velocity;
|
||||
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'
|
||||
List<Boid> GetFlock(List<Boid> boids, float radius) {
|
||||
List<Boid> flock = new List<Boid>();
|
||||
foreach(Boid boid in boids)
|
||||
if(boid != this && Vector2.Distance(_position, boid._position) <= radius)
|
||||
if(boid != this && Vector2.Distance(transform.position, boid.transform.position) <= radius)
|
||||
flock.Add(boid);
|
||||
return flock;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user