mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-10 12:06:35 -06:00
Simplify rule application and add in enable/disable rules
This commit is contained in:
@@ -1,361 +0,0 @@
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@@ -47,21 +47,20 @@ public class Boid : MonoBehaviour {
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_latestNeighborhoodCount = flock.Count;
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// Calculate all offsets and multiple by magnitudes given
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Vector2 r1, r2, r3, r4;
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r4 = _parent.Boundary.Contains(_position) ? Vector2.zero : RuleBound() * _parent.boundaryBias;
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if (flock.Count > 0) {
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r1 = Rule1(flock) * _parent.cohesionBias;
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r2 = Rule2(flock) * _parent.separationBias;
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r3 = Rule3(flock) * _parent.alignmentBias;
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_velocity += r1 + r2 + r3 + r4;
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}
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else {
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_velocity += r4;
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if (_parent.enableCohesion)
|
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_velocity += Rule1(flock) * _parent.cohesionBias;
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if (_parent.enableSeparation)
|
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_velocity += Rule2(flock) * _parent.separationBias;
|
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if (_parent.enableAlignment)
|
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_velocity += Rule3(flock) * _parent.alignmentBias;
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}
|
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if(_parent.enableBoundary && _parent.Boundary.Contains(_position))
|
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_velocity += RuleBound() * _parent.boundaryBias;
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// Limit the Velocity Vector to a certain Magnitude
|
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_velocity = Util.LimitVelocity(_velocity, _parent.boidVelocityLimit);
|
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_velocity = Util.MaxVelocity(_velocity, _parent.boidVelocityLimit);
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_position += _velocity;
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transform.position = new Vector3(_position.x, _position.y, 0);
|
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@@ -103,7 +102,7 @@ public class Boid : MonoBehaviour {
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private void UpdateCenteringVelocity() {
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_centeringVelocity = Util.RotateBy(new Vector2(_parent.boidVelocityLimit, _parent.boidVelocityLimit),
|
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Vector2.Angle(_position, _parent.Space.center));
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_centeringVelocity = Util.LimitVelocity(_parent.Space.center - _position, _parent.boidVelocityLimit / 2.0f);
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_centeringVelocity = Util.MaxVelocity(_parent.Space.center - _position, _parent.boidVelocityLimit / 2.0f);
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}
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// 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 {
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[SerializeField] public float cohesionBias = 0.05f;
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[SerializeField] public float boundaryBias = 1f;
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// Enable/Disable Boid Rules
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// Enable/Disable Boid Rules Altogether
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[SerializeField] public bool enableSeparation = true;
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[SerializeField] public bool enableAlignment = true;
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[SerializeField] public bool enableCohesion = true;
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@@ -1,4 +1,5 @@
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using UnityEditor;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine;
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[CustomEditor(typeof(BoidController))]
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@@ -43,4 +44,5 @@ public class BoidControllerEditor : Editor {
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controller.circleVertexCount = EditorGUILayout.IntSlider("Circle Vertex Count", controller.circleVertexCount, 4, 360);
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controller.circleWidth = EditorGUILayout.Slider("Circle Line Width", controller.circleWidth, 0.01f, 1f);
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}
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}
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}
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||||
#endif
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||||
@@ -9,11 +9,15 @@ public class Util {
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return new Vector2((float) rx, (float) (v.x * sa + v.y * ca));
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}
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public static Vector2 LimitVelocity(Vector2 v, float max) {
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if (v.magnitude > max) {
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public static Vector2 MaxVelocity(Vector2 v, float max) {
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if (v.sqrMagnitude > max * max)
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v = (v / v.magnitude) * max;
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}
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return v;
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}
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public static Vector2 MinVelocity(Vector2 v, float min) {
|
||||
if (v.sqrMagnitude > min * min)
|
||||
v = (v / v.magnitude) * min;
|
||||
return v;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user