From 9e1df1a0f112cc761aee88e9e276b9555a1544e8 Mon Sep 17 00:00:00 2001 From: Xevion Date: Tue, 19 May 2020 08:30:09 -0500 Subject: [PATCH] Simplify rule application and add in enable/disable rules --- Boids/Assets/Scenes/SampleScene.unity | 361 ------------------- Boids/Assets/Scenes/SampleScene.unity.meta | 7 - Boids/Assets/Scripts/Boid.cs | 23 +- Boids/Assets/Scripts/BoidController.cs | 2 +- Boids/Assets/Scripts/BoidControllerEditor.cs | 6 +- Boids/Assets/Scripts/Util.cs | 10 +- 6 files changed, 23 insertions(+), 386 deletions(-) delete mode 100644 Boids/Assets/Scenes/SampleScene.unity delete mode 100644 Boids/Assets/Scenes/SampleScene.unity.meta diff --git a/Boids/Assets/Scenes/SampleScene.unity b/Boids/Assets/Scenes/SampleScene.unity deleted file mode 100644 index 42c96a4..0000000 --- a/Boids/Assets/Scenes/SampleScene.unity +++ /dev/null @@ -1,361 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!29 &1 -OcclusionCullingSettings: - m_ObjectHideFlags: 0 - serializedVersion: 2 - 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externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Boids/Assets/Scripts/Boid.cs b/Boids/Assets/Scripts/Boid.cs index 4eccf38..b34f601 100644 --- a/Boids/Assets/Scripts/Boid.cs +++ b/Boids/Assets/Scripts/Boid.cs @@ -47,21 +47,20 @@ public class Boid : MonoBehaviour { _latestNeighborhoodCount = flock.Count; // Calculate all offsets and multiple by magnitudes given - Vector2 r1, r2, r3, r4; - r4 = _parent.Boundary.Contains(_position) ? Vector2.zero : RuleBound() * _parent.boundaryBias; - if (flock.Count > 0) { - r1 = Rule1(flock) * _parent.cohesionBias; - r2 = Rule2(flock) * _parent.separationBias; - r3 = Rule3(flock) * _parent.alignmentBias; - _velocity += r1 + r2 + r3 + r4; - } - else { - _velocity += r4; + if (_parent.enableCohesion) + _velocity += Rule1(flock) * _parent.cohesionBias; + if (_parent.enableSeparation) + _velocity += Rule2(flock) * _parent.separationBias; + if (_parent.enableAlignment) + _velocity += Rule3(flock) * _parent.alignmentBias; } + if(_parent.enableBoundary && _parent.Boundary.Contains(_position)) + _velocity += RuleBound() * _parent.boundaryBias; + // Limit the Velocity Vector to a certain Magnitude - _velocity = Util.LimitVelocity(_velocity, _parent.boidVelocityLimit); + _velocity = Util.MaxVelocity(_velocity, _parent.boidVelocityLimit); _position += _velocity; transform.position = new Vector3(_position.x, _position.y, 0); @@ -103,7 +102,7 @@ public class Boid : MonoBehaviour { private void UpdateCenteringVelocity() { _centeringVelocity = Util.RotateBy(new Vector2(_parent.boidVelocityLimit, _parent.boidVelocityLimit), Vector2.Angle(_position, _parent.Space.center)); - _centeringVelocity = Util.LimitVelocity(_parent.Space.center - _position, _parent.boidVelocityLimit / 2.0f); + _centeringVelocity = Util.MaxVelocity(_parent.Space.center - _position, _parent.boidVelocityLimit / 2.0f); } // Returns a velocity (Vector2) at a random angle with a specific overall magnitude diff --git a/Boids/Assets/Scripts/BoidController.cs b/Boids/Assets/Scripts/BoidController.cs index e912e11..f086a89 100644 --- a/Boids/Assets/Scripts/BoidController.cs +++ b/Boids/Assets/Scripts/BoidController.cs @@ -23,7 +23,7 @@ public class BoidController : MonoBehaviour { [SerializeField] public float cohesionBias = 0.05f; [SerializeField] public float boundaryBias = 1f; - // Enable/Disable Boid Rules + // Enable/Disable Boid Rules Altogether [SerializeField] public bool enableSeparation = true; [SerializeField] public bool enableAlignment = true; [SerializeField] public bool enableCohesion = true; diff --git a/Boids/Assets/Scripts/BoidControllerEditor.cs b/Boids/Assets/Scripts/BoidControllerEditor.cs index 877237b..c69e856 100644 --- a/Boids/Assets/Scripts/BoidControllerEditor.cs +++ b/Boids/Assets/Scripts/BoidControllerEditor.cs @@ -1,4 +1,5 @@ -using UnityEditor; +#if UNITY_EDITOR +using UnityEditor; using UnityEngine; [CustomEditor(typeof(BoidController))] @@ -43,4 +44,5 @@ public class BoidControllerEditor : Editor { controller.circleVertexCount = EditorGUILayout.IntSlider("Circle Vertex Count", controller.circleVertexCount, 4, 360); controller.circleWidth = EditorGUILayout.Slider("Circle Line Width", controller.circleWidth, 0.01f, 1f); } -} \ No newline at end of file +} +#endif \ No newline at end of file diff --git a/Boids/Assets/Scripts/Util.cs b/Boids/Assets/Scripts/Util.cs index 4e8cf5a..eef22e4 100644 --- a/Boids/Assets/Scripts/Util.cs +++ b/Boids/Assets/Scripts/Util.cs @@ -9,11 +9,15 @@ public class Util { return new Vector2((float) rx, (float) (v.x * sa + v.y * ca)); } - public static Vector2 LimitVelocity(Vector2 v, float max) { - if (v.magnitude > max) { + public static Vector2 MaxVelocity(Vector2 v, float max) { + if (v.sqrMagnitude > max * max) v = (v / v.magnitude) * max; - } + return v; + } + public static Vector2 MinVelocity(Vector2 v, float min) { + if (v.sqrMagnitude > min * min) + v = (v / v.magnitude) * min; return v; }