fixed wrapping, prototype 'working'

This commit is contained in:
Xevion
2020-05-16 20:46:22 -05:00
parent 1dd037839e
commit 855aa23a0b
2 changed files with 68 additions and 63 deletions

View File

@@ -1,71 +1,32 @@
using System.Collections.Generic; using System;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Analytics; using UnityEngine.Analytics;
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 {
public Vector2 position = Vector2.zero; [NonSerialized] public Vector2 position = Vector2.zero;
public Vector2 velocity; public Vector2 velocity;
private Renderer[] _renderers; [NonSerialized] public Renderer[] renderers;
bool _isWrappingX = false; [NonSerialized] public bool IsWrappingX = false;
bool _isWrappingY = false; [NonSerialized] public bool IsWrappingY = false;
Camera _cam;
Vector3 _viewportPosition;
void Start() { void Start() {
velocity = new Vector2(0.03f * Random.value < 0.5 ? 1 : -1, 0.03f * Random.value < 0.5 ? 1 : -1); velocity = new Vector2(0.03f * Random.value < 0.5 ? 1 : -1, 0.03f * Random.value < 0.5 ? 1 : -1);
_renderers = GetComponents<Renderer>(); renderers = GetComponents<Renderer>();
_cam = Camera.main;
_viewportPosition = _cam.WorldToViewportPoint(transform.position);
} }
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));
ScreenWrap();
}
bool CheckRenderers() {
foreach (var renderer in _renderers) {
// If at least one render is visible, return true
if (renderer.isVisible) {
return true;
}
}
// Otherwise, the object is invisible
return false;
}
void ScreenWrap() {
var isVisible = CheckRenderers();
if (isVisible) {
_isWrappingX = false;
_isWrappingY = false;
return;
}
if (_isWrappingX && _isWrappingY) {
return;
}
var newPosition = transform.position;
if (!_isWrappingX && (_viewportPosition.x > 1 || _viewportPosition.x < 0)) {
newPosition.x = -newPosition.x;
_isWrappingX = true;
}
if (!_isWrappingY && (_viewportPosition.y > 1 || _viewportPosition.y < 0)) {
newPosition.y = -newPosition.y;
_isWrappingY = true;
}
transform.position = newPosition;
} }
public Vector2 NextPosition(List<Boid> boids, float[] magnitudes) { public Vector2 NextPosition(List<Boid> boids, float[] magnitudes) {
if (IsWrappingX || IsWrappingY)
return position + velocity;
// Acquires all // Acquires all
List<Boid> flock = GetFlock(boids, 20); List<Boid> flock = GetFlock(boids, 20);

View File

@@ -1,32 +1,48 @@
using System.Collections.Generic; using System;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Debug = System.Diagnostics.Debug;
using Random = UnityEngine.Random; using Random = UnityEngine.Random;
public class BoidController : MonoBehaviour { public class BoidController : MonoBehaviour {
// Controller Attributes // Controller Attributes
public Rect space = new Rect(new Vector2(0, 0), new Vector2(24000, 14000)); public Rect space;
// Swarm Attributes // Swarm Attributes
public int boidCount = 50; public int boidCount = 50;
public float boidGroupRange = 1.0f; public float boidGroupRange = 1.0f;
public float boidVelocity = 0.005f;
// Bias changes how different rules influence individual Boids more or less // Bias changes how different rules influence individual Boids more or less
public float separationBias = 1.0f; public float separationBias = 1.0f;
public float alignmentBias = 1.0f; public float alignmentBias = 1.0f;
public float cohesionBias = 1.0f; public float cohesionBias = 1.0f;
// Boid Object Prefab
public GameObject boidObject; public GameObject boidObject;
// Boid Objects for Updates
public List<Boid> boids = new List<Boid>(); public List<Boid> boids = new List<Boid>();
// Used for wrapping
Camera _cam;
private void OnDrawGizmos() { private void OnDrawGizmos() {
Gizmos.DrawWireCube(space.center, space.size); Gizmos.DrawWireCube(space.center, space.size);
} }
void Start() { private void Start() {
// Setup Camera
_cam = Camera.main;
var size = new Vector2(142, 80);
space = new Rect((Vector2) transform.position - (size / 2), size);
// Size the Rectangle
_cam.rect = space;
// Add in Boid Objects / Spawn Boid Prefabs
for (int i = 0; i < boidCount; i++) { for (int i = 0; i < boidCount; i++) {
var position = new Vector2(Random.Range(-15, 15), Random.Range(-15, 15)); var position = new Vector2(Random.Range(-15, 15), Random.Range(-15, 15));
var boid = Instantiate(boidObject, position, Quaternion.identity); GameObject boid = Instantiate(boidObject, position, Quaternion.identity);
boid.transform.parent = transform; boid.transform.parent = transform;
boids.Add(boid.GetComponent<Boid>()); boids.Add(boid.GetComponent<Boid>());
@@ -34,16 +50,44 @@ public class BoidController : MonoBehaviour {
} }
} }
void Update() { private void Update() {
// foreach (Boid boid in boids) { // Wrapping Functionality
// if (!space.Contains(boid.position)) foreach (Boid boid in boids) {
// boid.position = transform.position; print($"{boid.IsWrappingX} {boid.IsWrappingY}");
// }
if (!space.Contains(boid.position)) {
// Activate Wrap, Move
Vector2 newPosition = boid.transform.position;
Vector3 viewportPosition = _cam.WorldToViewportPoint(newPosition);
print($"{boid.IsWrappingX} {boid.IsWrappingY} {viewportPosition}");
if (!boid.IsWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
print("WrappingX");
newPosition.x = -newPosition.x;
boid.IsWrappingX = true;
}
if (!boid.IsWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) {
print("WrappingY");
newPosition.y = -newPosition.y;
boid.IsWrappingY = true;
}
boid.transform.position = newPosition;
boid.position = newPosition;
}
else {
// Within the rectangle again
boid.IsWrappingX = false;
boid.IsWrappingY = false;
}
}
float[] magnitudes = {cohesionBias, separationBias, alignmentBias}; float[] magnitudes = {cohesionBias, separationBias, alignmentBias};
// Update all Boid positions // Update all Boid positions
foreach (Boid boid in boids) { foreach (Boid boid in boids) {
Vector2 next = boid.NextPosition(boids, magnitudes); Vector2 next = boid.NextPosition(boids, magnitudes);
boid.position = next; boid.position = next;
boid.transform.position = new Vector3(next.x, next.y, 0); boid.transform.position = new Vector3(next.x, next.y, 0);
} }