fix boids escaping edge wrappinig using Centering Velocity to force return to Rectangle, move velocity limiting logic into Util, abs vector function

This commit is contained in:
Xevion
2020-05-17 13:05:24 -05:00
parent 44fb0f3bfe
commit b6812cc9a8
5 changed files with 388 additions and 29 deletions

View File

@@ -14,10 +14,12 @@ public class Boid : MonoBehaviour {
[NonSerialized] private bool _isWrappingX = false;
[NonSerialized] private bool _isWrappingY = false;
[NonSerialized] private Renderer[] _renderers;
[NonSerialized] private Vector2 _centeringVelocity;
private BoidController _parent;
void Start() {
_parent = transform.parent.GetComponent<BoidController>(); // Parent used to perform physics math without caching
_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 = GetRandomVelocity(_parent.boidStartVelocity); // Acquire a Velocity Vector with a magnitude
_position = transform.position; // Track 2D position separately
@@ -25,38 +27,41 @@ public class Boid : MonoBehaviour {
}
void OnDrawGizmos() {
Handles.color = _isWrappingX || _isWrappingY ? Color.red : Color.white;
Vector3 viewportPosition = _parent.cam.WorldToViewportPoint(transform.position);
Handles.Label(transform.position, $"{(Vector2) viewportPosition} {(_isWrappingX ? "Y" : "N")} {(_isWrappingY ? "Y" : "N")}");
// Handles.color = _isWrappingX || _isWrappingY ? Color.red : Color.white;
// Vector3 viewportPosition = _parent.cam.WorldToViewportPoint(transform.position);
// Handles.Label(transform.position,
// $"{(Vector2) viewportPosition} {(_isWrappingX ? "Y" : "N")} {(_isWrappingY ? "Y" : "N")}");
var transform_ = transform;
Handles.Label(transform_.position, $"{transform_.name}");
}
void Update() {
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));
// Skip Flock Calculations if wrapping in progress
if (_isWrappingX || _isWrappingY) {
_position += _velocity;
UpdateCenteringVelocity();
_position += _centeringVelocity;
transform.position = _position;
}
else {
List<Boid> flock = _parent.localFlocks ? GetFlock(_parent.boids, _parent.boidGroupRange) : _parent.boids;
List<Boid> flock = _parent.localFlocks ? GetFlock(_parent.boids, _parent.boidGroupRange) : _parent.boids;
if (flock.Count > 0) {
// Calculate all offsets and multiple by magnitudes given
Vector2 r1 = Rule1(flock) * _parent.cohesionBias;
Vector2 r2 = Rule2(flock) * _parent.separationBias;
Vector2 r3 = Rule3(flock) * _parent.alignmentBias;
_velocity += r1 + r2 + r3;
}
if (flock.Count > 0) {
Vector2 r1 = Rule1(flock) * _parent.cohesionBias;
Vector2 r2 = Rule2(flock) * _parent.separationBias;
Vector2 r3 = Rule3(flock) * _parent.alignmentBias;
_velocity += r1 + r2 + r3;
}
// Limit the Velocity Vector to a certain Magnitude
if (_velocity.magnitude > _parent.boidVelocityLimit) {
_velocity = (_velocity / _velocity.magnitude) * _parent.boidVelocityLimit;
}
// Limit the Velocity Vector to a certain Magnitude
_velocity = Util.LimitVelocity(_velocity, _parent.boidVelocityLimit);
_position += _velocity;
transform.position = new Vector3(_position.x, _position.y, 0);
_position += _velocity;
transform.position = new Vector3(_position.x, _position.y, 0);
}
Wrapping();
}
@@ -70,11 +75,13 @@ public class Boid : MonoBehaviour {
if (!_isWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
newPosition.x = -newPosition.x;
_isWrappingX = true;
UpdateCenteringVelocity();
}
if (!_isWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) {
newPosition.y = -newPosition.y;
_isWrappingY = true;
UpdateCenteringVelocity();
}
transform.position = newPosition;
@@ -87,6 +94,13 @@ public class Boid : MonoBehaviour {
}
}
// When Wrapping, this Velocity directs the Boid to the center of the Rectangle
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);
}
Vector2 GetRandomVelocity(float magnitude) {
Vector2 vector = new Vector2(magnitude, magnitude);
return Util.RotateBy(vector, Random.Range(0, 180));
@@ -106,7 +120,7 @@ public class Boid : MonoBehaviour {
Vector2 c = Vector2.zero;
foreach (Boid boid in flock) {
Vector2 diff = boid._position - this._position;
if (diff.magnitude < _parent.separationRange)
if (diff.sqrMagnitude < _parent.separationRange)
c -= diff;
}

View File

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@@ -173,7 +173,7 @@ Camera:
far clip plane: 1000
field of view: 60
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orthographic size: 25
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boidCount: 100
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@@ -10,6 +10,18 @@ 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) {
v = (v / v.magnitude) * max;
}
return v;
}
public static Vector2 AbsVector(Vector2 vector) {
return new Vector2(vector.x, vector.y);
}
public class ReadOnlyAttribute : PropertyAttribute {
}