implement seblague's acceleration based formulas, requires tweaking

This commit is contained in:
Xevion
2020-05-25 09:45:21 -05:00
parent a050e30159
commit c6556338cd
3 changed files with 25 additions and 12 deletions

View File

@@ -38,24 +38,29 @@ public class Boid : MonoBehaviour {
transform.position = _position;
}
else {
Vector2 acceleration = Vector2.zero;
List<Boid> flock = _parent.localFlocks ? GetFlock(_parent.boids, _parent.boidGroupRange) : _parent.boids;
_latestNeighborhoodCount = flock.Count;
// Calculate all offsets and multiple by magnitudes given
if (flock.Count > 0) {
if (_parent.enableCohesion)
_velocity += Rule1(flock) * _parent.cohesionBias;
acceleration += SteerTowards(Rule1(flock)) * _parent.cohesionBias;
if (_parent.enableSeparation)
_velocity += Rule2(flock) * _parent.separationBias;
acceleration += SteerTowards(Rule2(flock)) * _parent.separationBias;
if (_parent.enableAlignment)
_velocity += Rule3(flock) * _parent.alignmentBias;
acceleration += SteerTowards(Rule3(flock)) * _parent.alignmentBias;
}
if (_parent.enableBoundary && _parent.Boundary.Contains(_position))
_velocity += RuleBound() * _parent.boundaryBias;
acceleration += SteerTowards(RuleBound()) * _parent.boundaryBias;
// Limit the Velocity Vector to a certain Magnitude
_velocity = Util.MaxVelocity(_velocity, _parent.boidVelocityLimit);
_velocity += acceleration;
float speed = _velocity.magnitude;
Vector2 dir = _velocity / speed;
speed = Mathf.Clamp(speed, _parent.minSpeed, _parent.maxSpeed);
_velocity = dir * speed;
_position += _velocity;
transform.position = new Vector3(_position.x, _position.y, 0);
@@ -65,6 +70,11 @@ public class Boid : MonoBehaviour {
Wrapping();
}
private Vector2 SteerTowards(Vector2 vector) {
Vector2 v = vector.normalized * _parent.maxSpeed - _velocity;
return Vector2.ClampMagnitude(v, _parent.maxSteerForce);
}
private void Wrapping() {
if (!_parent.Space.Contains(_position)) {
// Activate Wrap, Move
@@ -95,9 +105,9 @@ public class Boid : MonoBehaviour {
// When Wrapping, this Velocity directs the Boid to the center of the Rectangle
private void UpdateCenteringVelocity() {
_centeringVelocity = Util.RotateBy(new Vector2(_parent.boidVelocityLimit, _parent.boidVelocityLimit),
_centeringVelocity = Util.RotateBy(new Vector2(_parent.maxSpeed, _parent.maxSpeed),
Vector2.Angle(_position, _parent.Space.center));
_centeringVelocity = Util.MaxVelocity(_parent.Space.center - _position, _parent.boidVelocityLimit / 2.0f);
_centeringVelocity = Util.MaxVelocity(_parent.Space.center - _position, _parent.maxSpeed / 2.0f);
}
// Cohesion: Steer towards center of mass of flock

View File

@@ -11,10 +11,11 @@ public class BoidController : MonoBehaviour {
[NonSerialized] public Rect Boundary;
// Swarm Attributes
public int boidCount = 50;
public float boidGroupRange = 1.0f;
public float boidStartVelocity = 0.005f;
[SerializeField] public float boidVelocityLimit = 1.0f;
[SerializeField] public int boidCount = 50;
[SerializeField] public float boidGroupRange = 1.0f;
[SerializeField] public float boidStartVelocity = 0.005f;
[SerializeField] public float minSpeed;
[SerializeField] public float maxSpeed;
// Boid Rules are multiplied by this to allow rule 'tweaking'
[SerializeField] public float globalBias = 1.0f;
@@ -35,6 +36,7 @@ public class BoidController : MonoBehaviour {
[SerializeField] public bool edgeWrapping = true; // Enforce Edge Wrapping
[SerializeField] public int circleVertexCount = 40; // The number of vertices for circles displayed
[SerializeField] public float circleWidth = 0.1f; // Width of circle
[SerializeField] public float maxSteerForce = 1f;
public Boid focusedBoid; // A focused Boid has special rendering

View File

@@ -22,7 +22,8 @@ public class BoidControllerEditor : Editor {
// Basic Boid Controller Attributes
controller.boidGroupRange = EditorGUILayout.Slider("Group Range", controller.boidGroupRange, 0.01f, 7.5f);
controller.boidStartVelocity = EditorGUILayout.Slider("Start Velocity", controller.boidStartVelocity, 0.01f, 5.0f);
controller.boidVelocityLimit = EditorGUILayout.Slider("Max Velocity", controller.boidVelocityLimit, 0.01f, 5.0f);
controller.minSpeed = EditorGUILayout.Slider("Minimum Speed", controller.minSpeed, 0.01f, 5.0f);
controller.maxSpeed = EditorGUILayout.Slider("Maximum Speed", controller.maxSpeed, 0.01f, 5.0f);
controller.boidSeparationRange = EditorGUILayout.Slider("Separation Range", controller.boidSeparationRange, 0.01f, 5.0f);
controller.boundaryForce = EditorGUILayout.Slider("Boundary Force", controller.boundaryForce, 0.25f, 1f);