mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-05 23:14:21 -06:00
Merge branch 'master' of github.com:Xevion/Boids
Conflicts: Boids/Assets/Resources/Icons/banner.psd.meta
This commit is contained in:
19
BUGS.md
Normal file
19
BUGS.md
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@@ -0,0 +1,19 @@
|
||||
# bugs
|
||||
|
||||
A list of frustrating or curious bugs.
|
||||
|
||||
- DrawCircle Function Draw on Incorrect Axis
|
||||
- For a long period of time, I couldn't figure out why my DrawCircle function was only drawing a straight line.
|
||||
I reworked the code, looked online and did everything I could to get the function working before I gave up.
|
||||
A day later, I switched from 2D mode to Freecam mode, and I finally saw it.
|
||||
The circle was drew aligned on the incorrect axis, causing it to appear as a single line.
|
||||
The fix was was just swapping one argument with the next. `(x, 0, y) -> (x, y, 0)`
|
||||
- OnCenteringVelocity applied at > 200x correct rate
|
||||
- When I implemented `Time.deltaTime` based velocity calculations, I didn't correct the OnCenteringVelocity implementation.
|
||||
This caused a strange behaviour that looked very similar to a incorrect boundary calculation.
|
||||
I spent some time checking Boundary/Wrapping related code before I forgot it, as I hadn't modified it.
|
||||
It didn't take that long, but I'm still surprised I caught it since the mistake is so small.
|
||||
The error was that since the `Time.deltaTime` value is not multiplied (scaling the 1x multiplier down to 0.02x),
|
||||
the velocity would speed it to an incredible speed for a single frame.
|
||||
This would cause all edge wrapped boids to skip a certain distance to the center of the rectangle which looked like
|
||||
an edge wrapping/boundary error.
|
||||
2
Boids/Assembly-CSharp-Editor.csproj.DotSettings
Normal file
2
Boids/Assembly-CSharp-Editor.csproj.DotSettings
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@@ -0,0 +1,2 @@
|
||||
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
|
||||
<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=assets_005Ceditor/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>
|
||||
@@ -1,12 +1,12 @@
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomEditor(typeof(BoidController))]
|
||||
public class BoidControllerEditor : Editor {
|
||||
public class BoidControllerEditor : UnityEditor.Editor {
|
||||
public override void OnInspectorGUI() {
|
||||
var controller = (BoidController) target;
|
||||
|
||||
bool redraw = false;
|
||||
|
||||
// Boid Count update
|
||||
EditorGUI.BeginChangeCheck();
|
||||
controller.boidCount = EditorGUILayout.IntSlider("Boid Count", controller.boidCount, 1, 500);
|
||||
@@ -20,31 +20,47 @@ 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);
|
||||
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.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.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);
|
||||
|
||||
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);
|
||||
redraw = redraw || EditorGUI.EndChangeCheck();
|
||||
|
||||
// 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);
|
||||
controller.edgeWrapping = EditorGUILayout.Toggle("Enforce Wrapping?", controller.edgeWrapping);
|
||||
|
||||
controller.edgeWrapping = EditorGUILayout.Toggle("Enable Wrapping?", controller.edgeWrapping);
|
||||
controller.enableAlignment = EditorGUILayout.Toggle("Enable Alignment?", controller.enableAlignment);
|
||||
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);
|
||||
controller.circleWidth = EditorGUILayout.Slider("Circle Line Width", controller.circleWidth, 0.01f, 1f);
|
||||
EditorGUI.BeginChangeCheck();
|
||||
controller.circleVertexCount =
|
||||
EditorGUILayout.IntSlider("Circle Vertex Count", controller.circleVertexCount, 4, 360);
|
||||
// controller.arcVertexCount =
|
||||
// EditorGUILayout.IntSlider("Arc Vertex Count", controller.arcVertexCount, -1, 360);
|
||||
controller.circleWidth = EditorGUILayout.Slider("Circle Line Width", controller.circleWidth, 0.01f, 1f);
|
||||
redraw = redraw || EditorGUI.EndChangeCheck();
|
||||
|
||||
// Inspector elements related to Boid Focusing have changed - redraw!
|
||||
if (redraw)
|
||||
controller.focusedBoid.Draw(true);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
24
Boids/Assets/Editor/BoidEditor.cs
Normal file
24
Boids/Assets/Editor/BoidEditor.cs
Normal file
@@ -0,0 +1,24 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomEditor(typeof(Boid))]
|
||||
public class BoidEditor : UnityEditor.Editor {
|
||||
public override void OnInspectorGUI() {
|
||||
base.OnInspectorGUI();
|
||||
|
||||
Boid boid = (Boid) target;
|
||||
GUILayout.Label($"Boid heading at ({boid._velocity.x}, {boid._velocity.y})");
|
||||
}
|
||||
}
|
||||
|
||||
public class BoidGizmoDrawer {
|
||||
[DrawGizmo(GizmoType.NonSelected | GizmoType.Selected)]
|
||||
static void DrawGizmo(Boid boid, GizmoType gizmoType) {
|
||||
// Simply draw the # of Boids within the perceived flock
|
||||
Handles.Label(boid.transform.position, $"{boid.transform.name}/{boid.latestNeighborhoodCount}");
|
||||
|
||||
if(boid._isFocused)
|
||||
foreach(Boid flockmate in boid.latestNeighborhood)
|
||||
Handles.DrawDottedLine(boid.transform.position, flockmate.transform.position, 1f);
|
||||
}
|
||||
}
|
||||
3
Boids/Assets/Editor/BoidEditor.cs.meta
Normal file
3
Boids/Assets/Editor/BoidEditor.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4b27abbe35a49dd946d059c0ebe4cea
|
||||
timeCreated: 1590672982
|
||||
@@ -84,7 +84,7 @@ TextureImporter:
|
||||
secondaryTextures: []
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 1
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@@ -1252,27 +1252,29 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 7d72224fef7a4fb4a998b0980fe0eb77, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
boidCount: 372
|
||||
boidGroupRange: 3.03
|
||||
boidCount: 244
|
||||
boidGroupRange: 3.29
|
||||
boidStartVelocity: 14.8
|
||||
minSpeed: 12
|
||||
maxSpeed: 12
|
||||
minSpeed: 9.225757
|
||||
maxSpeed: 9.225757
|
||||
globalBias: 1
|
||||
separationBias: 1.5
|
||||
alignmentBias: 0.517
|
||||
cohesionBias: 0.451
|
||||
boundaryBias: 1.492
|
||||
separationBias: 1.95
|
||||
alignmentBias: 0.288
|
||||
cohesionBias: 0.296
|
||||
boundaryBias: 1.5
|
||||
enableSeparation: 1
|
||||
enableAlignment: 1
|
||||
enableCohesion: 1
|
||||
enableBoundary: 1
|
||||
boidSeparationRange: 2.3
|
||||
boundaryForce: 7.6
|
||||
enableFOVChecks: 1
|
||||
boidSeparationRange: 1.4
|
||||
boundaryForce: 50
|
||||
localFlocks: 1
|
||||
edgeWrapping: 1
|
||||
circleVertexCount: 360
|
||||
circleWidth: 0.1
|
||||
maxSteerForce: 138
|
||||
maxSteerForce: 383
|
||||
boidFOV: 297
|
||||
focusedBoid: {fileID: 0}
|
||||
boidObject: {fileID: 1737515784064720040, guid: 23e1eaaf69d4ef342ac3ef9590f6c642,
|
||||
type: 3}
|
||||
|
||||
@@ -1,3 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b50106a18d564518ba59ebb42e02f619
|
||||
timeCreated: 1589861330
|
||||
guid: 5a23673acb15433ea9f977712582464f
|
||||
timeCreated: 1591398022
|
||||
@@ -1,27 +1,26 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
// Boids are represented by a moving, rotating triangle.
|
||||
// Boids should communicate with sibling Boids
|
||||
// Boids should communicate with sibling Boids via the parental BoidController object
|
||||
public class Boid : MonoBehaviour {
|
||||
[NonSerialized] private Vector2 _position = Vector2.zero;
|
||||
[NonSerialized] private Vector2 _velocity;
|
||||
[NonSerialized] public Vector2 _velocity;
|
||||
[NonSerialized] private bool _isWrappingX = false;
|
||||
[NonSerialized] private bool _isWrappingY = false;
|
||||
[NonSerialized] private Renderer[] _renderers;
|
||||
[NonSerialized] private Vector2 _centeringVelocity;
|
||||
[NonSerialized] private int _latestNeighborhoodCount = 0;
|
||||
[NonSerialized] public int latestNeighborhoodCount = 0;
|
||||
[NonSerialized] public List<Boid> latestNeighborhood;
|
||||
[NonSerialized] private BoidController _parent;
|
||||
[NonSerialized] public bool isFocused = false;
|
||||
[NonSerialized] public bool _isFocused = false;
|
||||
[NonSerialized] private LineRenderer[] _lineRenderers;
|
||||
|
||||
|
||||
private void Start() {
|
||||
_parent = transform.parent
|
||||
.GetComponent<BoidController>(); // Parent used to perform physics math without caching
|
||||
_renderers = transform.GetComponents<Renderer>(); // Acquire Renderer(s) to check for Boid visibility
|
||||
_velocity = Util.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
|
||||
@@ -29,7 +28,7 @@ public class Boid : MonoBehaviour {
|
||||
|
||||
private void Update() {
|
||||
// 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.eulerAngles = new Vector3(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(_velocity.x, _velocity.y));
|
||||
|
||||
// Skip Flock Calculations if wrapping in progress
|
||||
if (_isWrappingX || _isWrappingY) {
|
||||
@@ -40,7 +39,11 @@ public class Boid : MonoBehaviour {
|
||||
else {
|
||||
Vector2 acceleration = Vector2.zero;
|
||||
List<Boid> flock = _parent.localFlocks ? GetFlock(_parent.boids, _parent.boidGroupRange) : _parent.boids;
|
||||
_latestNeighborhoodCount = flock.Count;
|
||||
latestNeighborhoodCount = flock.Count;
|
||||
|
||||
// Only update latest neighborhood when we need it for focused boid gizmo draws
|
||||
if (_isFocused)
|
||||
latestNeighborhood = flock;
|
||||
|
||||
// Calculate all offsets and multiple by magnitudes given
|
||||
if (flock.Count > 0) {
|
||||
@@ -169,64 +172,102 @@ 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) {
|
||||
// Distance Check
|
||||
if (boid == this || Vector2.Distance(this._position, boid._position) > radius)
|
||||
continue;
|
||||
|
||||
// FOV Check
|
||||
if (_parent.enableFOVChecks) {
|
||||
float angle1 = Util.Vector2ToAngle(_velocity); // Current Heading
|
||||
float angle2 = Util.AngleBetween(transform.position, boid.transform.position); // Angle between Boid and other Boid
|
||||
|
||||
// Outside of FOV range, skip
|
||||
if (Mathf.Abs(Mathf.DeltaAngle(angle1, angle2)) > _parent.boidFOV / 2)
|
||||
continue;
|
||||
|
||||
}
|
||||
|
||||
// Boid passed all checks, add to local Flock list
|
||||
flock.Add(boid);
|
||||
}
|
||||
|
||||
return flock;
|
||||
}
|
||||
|
||||
// Sets up a Boid to be 'Focused', adds Circles around object and changes color
|
||||
public void EnableFocusing() {
|
||||
if (isFocused) {
|
||||
Debug.LogWarning("enableFocusing called on previously focused Boid");
|
||||
if (_isFocused) {
|
||||
Debug.LogWarning($"enableFocusing called on previously focused Boid ({transform.name})");
|
||||
return;
|
||||
}
|
||||
|
||||
isFocused = true;
|
||||
_isFocused = true;
|
||||
|
||||
// Create all LineRenderers
|
||||
_lineRenderers = new LineRenderer[3];
|
||||
_lineRenderers[0] = GetLineRenderer("Group Range");
|
||||
_lineRenderers[1] = GetLineRenderer("Separation Range");
|
||||
_lineRenderers[2] = GetLineRenderer("FOV Arc");
|
||||
|
||||
// Update Mesh Material Color
|
||||
var triangle = transform.GetComponent<Triangle>();
|
||||
triangle.meshRenderer.material.color = Color.red;
|
||||
|
||||
// Add a LineRenderer for Radius Drawing
|
||||
DrawCircle(_parent.boidSeparationRange, "Separation Range Circle");
|
||||
DrawCircle(_parent.boidGroupRange, "Group Range Circle");
|
||||
// Draw all focus related elements
|
||||
Draw(false);
|
||||
}
|
||||
|
||||
// Disable focusing, removing LineRenderers and resetting color
|
||||
public void DisableFocusing() {
|
||||
isFocused = false;
|
||||
_isFocused = false;
|
||||
|
||||
// Update Mesh Material Color
|
||||
var oldTriangle = transform.GetComponent<Triangle>();
|
||||
oldTriangle.meshRenderer.material.color = new Color32(49, 61, 178, 255);
|
||||
|
||||
|
||||
|
||||
// Destroy Line Renderers (and child GameObjects)
|
||||
foreach (Transform child in transform)
|
||||
Destroy(child.gameObject);
|
||||
for (int i = 0; i < _lineRenderers.Length; i++) {
|
||||
_lineRenderers[i].positionCount = 0;
|
||||
DestroyImmediate(_lineRenderers[i].gameObject);
|
||||
_lineRenderers[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawCircle(float radius, string childName) {
|
||||
// Create a new child GameObject to hold the LineRenderer Component
|
||||
/// <summary>
|
||||
/// returns a new LineRenderer component stored on a child GameObject.
|
||||
/// </summary>
|
||||
/// <param name="childName">The name of the associated child GameObject</param>
|
||||
/// <returns>A LineRenderer</returns>
|
||||
public LineRenderer GetLineRenderer(string childName) {
|
||||
var child = new GameObject(childName);
|
||||
// Make object a child of Boid, set position as such
|
||||
child.transform.SetParent(transform);
|
||||
child.transform.position = transform.position;
|
||||
var line = child.AddComponent<LineRenderer>();
|
||||
// add and return LineRenderer component
|
||||
return child.AddComponent<LineRenderer>();
|
||||
}
|
||||
|
||||
_parent.circleVertexCount = 360;
|
||||
public void Draw(bool redraw) {
|
||||
// Clear positions when redrawing
|
||||
if(redraw)
|
||||
foreach (LineRenderer lineRenderer in _lineRenderers)
|
||||
lineRenderer.positionCount = 0;
|
||||
|
||||
// Add a LineRenderer for Radius Drawing
|
||||
if(_parent.enableFOVChecks)
|
||||
ShapeDraw.DrawArc(_lineRenderers[2], _parent.boidFOV, _parent.boidGroupRange); // FOV Arc
|
||||
else
|
||||
ShapeDraw.DrawCircle(_lineRenderers[0], _parent.boidGroupRange); // Group Circle
|
||||
ShapeDraw.DrawCircle(_lineRenderers[1], _parent.boidSeparationRange); // Separation Circle
|
||||
|
||||
// Setup LineRenderer properties
|
||||
line.useWorldSpace = false;
|
||||
line.startWidth = _parent.circleWidth;
|
||||
line.endWidth = _parent.circleWidth;
|
||||
line.positionCount = _parent.circleVertexCount + 1;
|
||||
|
||||
// Calculate points for circle
|
||||
var pointCount = _parent.circleVertexCount + 1;
|
||||
var points = new Vector3[pointCount];
|
||||
for (int i = 0; i < pointCount; i++) {
|
||||
var rad = Mathf.Deg2Rad * (i * 360f / _parent.circleVertexCount);
|
||||
points[i] = new Vector3(Mathf.Sin(rad) * radius, Mathf.Cos(rad) * radius, 0);
|
||||
if (_parent.enableFOVChecks) {
|
||||
// Set FOV Arc rotation to mimic Boid transform rotation
|
||||
_lineRenderers[2].transform.rotation = transform.rotation;
|
||||
_lineRenderers[2].transform.Rotate(0, 0, _parent.boidFOV / 2f);
|
||||
}
|
||||
|
||||
// Add points to LineRenderer
|
||||
line.SetPositions(points);
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,6 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Debug = System.Diagnostics.Debug;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class BoidController : MonoBehaviour {
|
||||
@@ -29,14 +28,17 @@ 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
|
||||
[SerializeField] public bool localFlocks = true; // Calculate Local 'Neighborhood' for flocks?
|
||||
[SerializeField] public bool edgeWrapping = true; // Enforce Edge Wrapping
|
||||
[SerializeField] public int circleVertexCount = 40; // The number of vertices for circles displayed
|
||||
[SerializeField] public int circleVertexCount = 360; // The number of vertices for circles displayed
|
||||
[SerializeField] public int arcVertexCount = -1; // The number of vertices for arcs displayed, -1 for auto
|
||||
[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
|
||||
@@ -76,6 +78,12 @@ public class BoidController : MonoBehaviour {
|
||||
focusedBoid = boids[Random.Range(0, boids.Count)];
|
||||
focusedBoid.EnableFocusing();
|
||||
}
|
||||
|
||||
// Focus on the boid in scene view when one is focused
|
||||
#if UNITY_EDITOR
|
||||
if(focusedBoid != null)
|
||||
SceneView.lastActiveSceneView.LookAtDirect(focusedBoid.transform.position, Quaternion.identity);
|
||||
#endif
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
@@ -89,6 +97,11 @@ public class BoidController : MonoBehaviour {
|
||||
Boundary = new Rect(Vector2.zero, Space.size * 0.95f);
|
||||
Boundary.center = Space.center;
|
||||
|
||||
ShapeDraw.CircleWidth = circleWidth;
|
||||
ShapeDraw.ArcWidth = circleWidth;
|
||||
ShapeDraw.CircleVertexCount = circleVertexCount;
|
||||
// ShapeDraw.ArcVertexCount = arcVertexCount;
|
||||
|
||||
AddBoids(boidCount);
|
||||
}
|
||||
|
||||
|
||||
68
Boids/Assets/Scripts/ShapeDraw.cs
Normal file
68
Boids/Assets/Scripts/ShapeDraw.cs
Normal file
@@ -0,0 +1,68 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// A simple static utility class that assists with drawing shapes using the <c>LineRenderer</c> class.
|
||||
/// </summary>
|
||||
public static class ShapeDraw {
|
||||
public static float CircleWidth = 1f;
|
||||
public static float ArcWidth = 1f;
|
||||
public static int CircleVertexCount = 360;
|
||||
public static int ArcVertexCount = 77;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Draw a Arc aimed straight up with a certain angle width and radius.
|
||||
/// This Arc is not direct at any specific angle and start from 0 degrees and ends at <c>angle</c> degrees.
|
||||
/// You should rotate the <c>LineRenderer</c> to direct it at a specific point.
|
||||
/// </summary>
|
||||
/// <param name="lineRenderer">The LineRenderer to draw the Arc upon.</param>
|
||||
/// <param name="angle">Angle (width) of the Arc</param>
|
||||
/// <param name="radius">Radius of the Arc</param>
|
||||
public static void DrawArc(LineRenderer lineRenderer, float angle, float radius) {
|
||||
// Setup LineRenderer properties
|
||||
lineRenderer.useWorldSpace = false;
|
||||
lineRenderer.startWidth = ArcWidth;
|
||||
lineRenderer.endWidth = ArcWidth;
|
||||
lineRenderer.positionCount = ArcVertexCount + 1 + 2;
|
||||
|
||||
// Calculate points for circle
|
||||
var pointCount = ArcVertexCount + 1;
|
||||
var points = new Vector3[pointCount + 2];
|
||||
|
||||
// Generate all points
|
||||
for (int i = 0; i < pointCount; i++) {
|
||||
var rad = Mathf.Deg2Rad * Mathf.Lerp(0, angle, (float) i / pointCount);
|
||||
points[i + 1] = new Vector3(Mathf.Sin(rad), Mathf.Cos(rad), 0) * radius;
|
||||
}
|
||||
|
||||
points[0] = new Vector3(0, 0, 0);
|
||||
points[points.Length - 1] = points[0];
|
||||
|
||||
// Add points to LineRenderer
|
||||
lineRenderer.SetPositions(points);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw a Circle with a specific radius and number of vertexes (detail level)
|
||||
/// </summary>
|
||||
/// <param name="lineRenderer">The LineRenderer to draw the Circle upon</param>
|
||||
/// <param name="radius">Radius of the Circle</param>
|
||||
public static void DrawCircle(LineRenderer lineRenderer, float radius) {
|
||||
// Setup LineRenderer properties
|
||||
lineRenderer.useWorldSpace = false;
|
||||
lineRenderer.startWidth = CircleWidth;
|
||||
lineRenderer.endWidth = CircleWidth;
|
||||
lineRenderer.positionCount = CircleVertexCount + 1;
|
||||
|
||||
// Calculate points for circle
|
||||
var pointCount = CircleVertexCount + 1;
|
||||
var points = new Vector3[pointCount];
|
||||
for (int i = 0; i < pointCount; i++) {
|
||||
var rad = Mathf.Deg2Rad * (i * 360f / CircleVertexCount);
|
||||
points[i] = new Vector3(Mathf.Sin(rad) * radius, Mathf.Cos(rad) * radius, 0);
|
||||
}
|
||||
|
||||
// Add points to LineRenderer
|
||||
lineRenderer.SetPositions(points);
|
||||
}
|
||||
}
|
||||
3
Boids/Assets/Scripts/ShapeDraw.cs.meta
Normal file
3
Boids/Assets/Scripts/ShapeDraw.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 09004a14b18b4662898d7e1cc0bc6f24
|
||||
timeCreated: 1591398023
|
||||
@@ -76,7 +76,7 @@ public class UIController : MonoBehaviour {
|
||||
|
||||
private void Start() {
|
||||
// Set Target Application Framerate
|
||||
Application.targetFrameRate = 90;
|
||||
// Application.targetFrameRate = 90;
|
||||
|
||||
// Basic variable setup
|
||||
_currentUI = UIStance.Title;
|
||||
|
||||
@@ -6,13 +6,13 @@ public class Util {
|
||||
var sa = Mathf.Sin(a);
|
||||
var rx = v.x * ca - v.y * sa;
|
||||
|
||||
return new Vector2((float) rx, (float) (v.x * sa + v.y * ca));
|
||||
return new Vector2(rx, v.x * sa + v.y * ca);
|
||||
}
|
||||
|
||||
// Returns a velocity (Vector2) at a random angle with a specific overall magnitude
|
||||
public static Vector2 GetRandomVelocity(float magnitude) {
|
||||
var vector = new Vector2(magnitude, magnitude);
|
||||
return Util.RotateBy(vector, Random.Range(0, 180));
|
||||
return RotateBy(vector, Random.Range(0, 180));
|
||||
}
|
||||
|
||||
public static Vector2 MaxVelocity(Vector2 v, float max) {
|
||||
@@ -27,24 +27,25 @@ public class Util {
|
||||
return v;
|
||||
}
|
||||
|
||||
public static Vector2 AbsVector(Vector2 vector) {
|
||||
return new Vector2(vector.x, vector.y);
|
||||
public static float Vector2ToAngle(Vector2 velocity) {
|
||||
float result = Mathf.Rad2Deg * Mathf.Atan2(velocity.y, velocity.x);
|
||||
return (result < 0) ? (360f + result) : result;
|
||||
}
|
||||
}
|
||||
|
||||
public class Scale {
|
||||
private Vector2 _original;
|
||||
private Vector2 _new;
|
||||
private Vector2 _ratio;
|
||||
public static float AngleBetween(Vector2 from, Vector2 to) {
|
||||
Vector2 diff = to - from;
|
||||
float result = Mathf.Rad2Deg * Mathf.Atan2(diff.y, diff.x);
|
||||
return (result < 0) ? (360f + result) : result;
|
||||
}
|
||||
|
||||
public float X => _ratio.x;
|
||||
public float Y => _ratio.y;
|
||||
public static float AngleDifference(float angle1, float angle2) {
|
||||
return Mathf.Abs((angle1 > 180 ? 360 - angle1 : angle1) - (angle2 > 180 ? 360 - angle2 : angle2));
|
||||
}
|
||||
|
||||
public Scale(Vector2 original, Canvas canvas) : this(original, canvas.pixelRect.size) { }
|
||||
|
||||
public Scale(Vector2 original, Vector2 resized) {
|
||||
_original = original;
|
||||
_new = resized;
|
||||
_ratio = _original / _new;
|
||||
public static float AddAngle(float angle, float add) {
|
||||
float result = angle + add;
|
||||
if (result > 360) return result - 360;
|
||||
if (result < 0) return 360 + result;
|
||||
return result;
|
||||
}
|
||||
}
|
||||
@@ -34,7 +34,6 @@ GraphicsSettings:
|
||||
- {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 16001, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 16002, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_PreloadedShaders: []
|
||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
|
||||
type: 0}
|
||||
|
||||
Reference in New Issue
Block a user