implemented FOV checks, back to foreach loop, BoidController sliders

This commit is contained in:
Xevion
2020-05-27 10:45:41 -05:00
parent a09d5f5028
commit 74ddf684a9
3 changed files with 24 additions and 4 deletions

View File

@@ -169,7 +169,23 @@ public class Boid : MonoBehaviour {
// Returns a list of boids within a certain radius of the Boid, representing it's local 'flock'
private List<Boid> GetFlock(List<Boid> boids, float radius) {
return boids.Where(boid => boid != this && Vector2.Distance(this._position, boid._position) <= radius).ToList();
List<Boid> flock = new List<Boid>();
foreach (Boid boid in boids) {
if (boid == this || Vector2.Distance(this._position, boid._position) > radius)
continue;
if (_parent.enableFOVChecks) {
float angle1 = Mathf.Rad2Deg * -Mathf.Atan2(_velocity.x, _velocity.y);
float angle2 = Mathf.Rad2Deg * -Mathf.Atan2(boid._velocity.x, boid._velocity.y);
if (Mathf.Abs(angle2 - angle1) > _parent.boidFOV / 2)
continue;
}
flock.Add(boid);
}
return flock;
}
// Sets up a Boid to be 'Focused', adds Circles around object and changes color

View File

@@ -29,6 +29,7 @@ public class BoidController : MonoBehaviour {
[SerializeField] public bool enableAlignment = true;
[SerializeField] public bool enableCohesion = true;
[SerializeField] public bool enableBoundary = true;
[SerializeField] public bool enableFOVChecks = true;
[SerializeField] public float boidSeparationRange = 2.3f; // Boid Separation rule's activation distance
[SerializeField] public float boundaryForce = 10f; // The force applied when a Boid hits the boundary
@@ -37,6 +38,7 @@ public class BoidController : MonoBehaviour {
[SerializeField] public int circleVertexCount = 40; // The number of vertices for circles displayed
[SerializeField] public float circleWidth = 0.1f; // Width of circle
[SerializeField] public float maxSteerForce = 10f;
[SerializeField] public float boidFOV = 160;
public Boid focusedBoid; // A focused Boid has special rendering

View File

@@ -26,12 +26,13 @@ public class BoidControllerEditor : Editor {
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, 200f);
controller.maxSteerForce = EditorGUILayout.Slider("Max Steer Force", controller.maxSteerForce, 1f, 500f);
controller.boidFOV = EditorGUILayout.Slider("Boid FOV", controller.boidFOV, 1f, 360f);
// 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);
controller.separationBias = EditorGUILayout.Slider("Separation Bias", controller.separationBias, 0.001f, 1.5f);
controller.separationBias = EditorGUILayout.Slider("Separation Bias", controller.separationBias, 0.001f, 2.5f);
controller.boundaryBias = EditorGUILayout.Slider("Boundary Bias", controller.boundaryBias, 0.01f, 1.5f);
controller.localFlocks = EditorGUILayout.Toggle("Use Groups?", controller.localFlocks);
@@ -41,6 +42,7 @@ public class BoidControllerEditor : Editor {
controller.enableCohesion = EditorGUILayout.Toggle("Enable Cohesion?", controller.enableCohesion);
controller.enableSeparation = EditorGUILayout.Toggle("Enable Separation?", controller.enableSeparation);
controller.enableBoundary = EditorGUILayout.Toggle("Enable Boundary?", controller.enableBoundary);
controller.enableFOVChecks = EditorGUILayout.Toggle("Enable FOV?", controller.enableFOVChecks);
// Boid Rendering
controller.circleVertexCount = EditorGUILayout.IntSlider("Circle Vertex Count", controller.circleVertexCount, 4, 360);