From b6812cc9a882d9bf8fac968fdd158b8c49f1c027 Mon Sep 17 00:00:00 2001 From: Xevion Date: Sun, 17 May 2020 13:05:24 -0500 Subject: [PATCH] fix boids escaping edge wrappinig using Centering Velocity to force return to Rectangle, move velocity limiting logic into Util, abs vector function --- Assets/Boid.cs | 56 ++++-- Assets/BoidController.preset | 324 ++++++++++++++++++++++++++++++ Assets/BoidController.preset.meta | 8 + Assets/Scenes/SampleScene.unity | 17 +- Assets/Util.cs | 12 ++ 5 files changed, 388 insertions(+), 29 deletions(-) create mode 100644 Assets/BoidController.preset create mode 100644 Assets/BoidController.preset.meta diff --git a/Assets/Boid.cs b/Assets/Boid.cs index 212f1ee..bf6091a 100644 --- a/Assets/Boid.cs +++ b/Assets/Boid.cs @@ -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(); // Parent used to perform physics math without caching + _parent = transform.parent + .GetComponent(); // Parent used to perform physics math without caching _renderers = transform.GetComponents(); // 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 flock = _parent.localFlocks ? GetFlock(_parent.boids, _parent.boidGroupRange) : _parent.boids; - List 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; } diff --git a/Assets/BoidController.preset b/Assets/BoidController.preset new file mode 100644 index 0000000..07b41c9 --- /dev/null +++ b/Assets/BoidController.preset @@ -0,0 +1,324 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!181963792 &2655988077585873504 +Preset: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: BoidController + m_TargetType: + m_NativeTypeID: 114 + m_ManagedTypePPtr: {fileID: 11500000, guid: 7d72224fef7a4fb4a998b0980fe0eb77, + type: 3} + m_ManagedTypeFallback: + m_Properties: + - 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