Simplify rule application and add in enable/disable rules

This commit is contained in:
Xevion
2020-05-19 08:30:09 -05:00
parent 37c18be20c
commit 9e1df1a0f1
6 changed files with 23 additions and 386 deletions

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@@ -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

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@@ -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;

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@@ -1,4 +1,5 @@
using UnityEditor;
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(BoidController))]
@@ -44,3 +45,4 @@ public class BoidControllerEditor : Editor {
controller.circleWidth = EditorGUILayout.Slider("Circle Line Width", controller.circleWidth, 0.01f, 1f);
}
}
#endif

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@@ -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;
}