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37 Commits
v0.1
...
general-fi
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19
BUGS.md
Normal file
19
BUGS.md
Normal file
@@ -0,0 +1,19 @@
|
||||
# bugs
|
||||
|
||||
A list of frustrating or curious bugs.
|
||||
|
||||
- DrawCircle Function Draw on Incorrect Axis
|
||||
- For a long period of time, I couldn't figure out why my DrawCircle function was only drawing a straight line.
|
||||
I reworked the code, looked online and did everything I could to get the function working before I gave up.
|
||||
A day later, I switched from 2D mode to Freecam mode, and I finally saw it.
|
||||
The circle was drew aligned on the incorrect axis, causing it to appear as a single line.
|
||||
The fix was was just swapping one argument with the next. `(x, 0, y) -> (x, y, 0)`
|
||||
- OnCenteringVelocity applied at > 200x correct rate
|
||||
- When I implemented `Time.deltaTime` based velocity calculations, I didn't correct the OnCenteringVelocity implementation.
|
||||
This caused a strange behaviour that looked very similar to a incorrect boundary calculation.
|
||||
I spent some time checking Boundary/Wrapping related code before I forgot it, as I hadn't modified it.
|
||||
It didn't take that long, but I'm still surprised I caught it since the mistake is so small.
|
||||
The error was that since the `Time.deltaTime` value is not multiplied (scaling the 1x multiplier down to 0.02x),
|
||||
the velocity would speed it to an incredible speed for a single frame.
|
||||
This would cause all edge wrapped boids to skip a certain distance to the center of the rectangle which looked like
|
||||
an edge wrapping/boundary error.
|
||||
2
Boids/Assembly-CSharp-Editor.csproj.DotSettings
Normal file
2
Boids/Assembly-CSharp-Editor.csproj.DotSettings
Normal file
@@ -0,0 +1,2 @@
|
||||
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
|
||||
<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=assets_005Ceditor/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>
|
||||
70
Boids/Assets/Editor/BoidControllerEditor.cs
Normal file
70
Boids/Assets/Editor/BoidControllerEditor.cs
Normal file
@@ -0,0 +1,70 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomEditor(typeof(BoidController))]
|
||||
public class BoidControllerEditor : UnityEditor.Editor {
|
||||
public override void OnInspectorGUI() {
|
||||
var controller = (BoidController) target;
|
||||
bool redraw = false;
|
||||
|
||||
// Boid Count update
|
||||
EditorGUI.BeginChangeCheck();
|
||||
controller.boidCount = EditorGUILayout.IntSlider("Boid Count", controller.boidCount, 0, 500);
|
||||
// Check must be performed or Boids will be added outside of gameplay
|
||||
if (EditorGUI.EndChangeCheck() && Application.isPlaying) {
|
||||
int diff = controller.boidCount - controller.boids.Count;
|
||||
if (diff > 1)
|
||||
controller.AddBoids(diff, controller.boids.Count > 15);
|
||||
else if (diff < 0)
|
||||
controller.RemoveBoids(Mathf.Abs(diff));
|
||||
}
|
||||
|
||||
// Basic Boid Controller Attributes
|
||||
EditorGUILayout.MinMaxSlider("Speed Limit", ref controller.minSpeed, ref controller.maxSpeed, 0.01f, 25f);
|
||||
// controller.minSpeed = EditorGUILayout.Slider("Minimum Speed", controller.minSpeed, 0.01f, 25.0f);
|
||||
// controller.maxSpeed = EditorGUILayout.Slider("Maximum Speed", controller.maxSpeed, 0.01f, 25.0f);
|
||||
controller.boundaryForce = EditorGUILayout.Slider("Boundary Force", controller.boundaryForce, 0.25f, 500f);
|
||||
controller.maxSteerForce = EditorGUILayout.Slider("Max Steer Force", controller.maxSteerForce, 1f, 500f);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
controller.boidGroupRange = EditorGUILayout.Slider("Group Range", controller.boidGroupRange, 0.01f, 7.5f);
|
||||
controller.boidSeparationRange =
|
||||
EditorGUILayout.Slider("Separation Range", controller.boidSeparationRange, 0.01f, 5.0f);
|
||||
controller.boidFov = EditorGUILayout.Slider("Boid FOV", controller.boidFov, 1f, 360f);
|
||||
redraw = redraw || EditorGUI.EndChangeCheck();
|
||||
|
||||
// Boid Bias Attributes
|
||||
controller.alignmentBias = EditorGUILayout.Slider("Alignment Bias", controller.alignmentBias, 0.001f, 1.5f);
|
||||
controller.cohesionBias = EditorGUILayout.Slider("Cohesion Bias", controller.cohesionBias, 0.001f, 1.5f);
|
||||
controller.separationBias =
|
||||
EditorGUILayout.Slider("Separation Bias", controller.separationBias, 0.001f, 2.5f);
|
||||
controller.boundaryBias = EditorGUILayout.Slider("Boundary Bias", controller.boundaryBias, 0.01f, 1.5f);
|
||||
|
||||
controller.localFlocks = EditorGUILayout.Toggle("Use Groups?", controller.localFlocks);
|
||||
controller.edgeWrapping = EditorGUILayout.Toggle("Enable Wrapping?", controller.edgeWrapping);
|
||||
controller.enableAlignment = EditorGUILayout.Toggle("Enable Alignment?", controller.enableAlignment);
|
||||
controller.enableCohesion = EditorGUILayout.Toggle("Enable Cohesion?", controller.enableCohesion);
|
||||
controller.enableSeparation = EditorGUILayout.Toggle("Enable Separation?", controller.enableSeparation);
|
||||
|
||||
// Relevant to Focused Boid Rendering
|
||||
EditorGUI.BeginChangeCheck();
|
||||
controller.enableFovChecks = EditorGUILayout.Toggle("Enable FOV?", controller.enableFovChecks);
|
||||
redraw = redraw || EditorGUI.EndChangeCheck();
|
||||
|
||||
controller.enableBoundary = EditorGUILayout.Toggle("Enable Boundary?", controller.enableBoundary);
|
||||
|
||||
// Focused Boid Rendering Attributes
|
||||
EditorGUI.BeginChangeCheck();
|
||||
ShapeDraw.CircleVertexCount = EditorGUILayout.IntSlider("Circle Vertex Count", ShapeDraw.CircleVertexCount, 4, 360);
|
||||
ShapeDraw.ArcVertexCount = EditorGUILayout.IntSlider("Arc Vertex Count", ShapeDraw.ArcVertexCount + 2, 3, 360) - 2;
|
||||
ShapeDraw.CircleWidth = EditorGUILayout.Slider("Circle Line Width", ShapeDraw.CircleWidth, 0.01f, 1f);
|
||||
ShapeDraw.ArcWidth = EditorGUILayout.Slider("Arc Line Width", ShapeDraw.ArcWidth, 0.01f, 1f);
|
||||
redraw = redraw || EditorGUI.EndChangeCheck();
|
||||
|
||||
// Inspector elements related to Boid Focusing have changed - redraw!
|
||||
if (redraw && controller.focusedBoid != null)
|
||||
controller.focusedBoid.Draw(true);
|
||||
|
||||
Time.timeScale = EditorGUILayout.Slider("Time Scale", Time.timeScale, 0.02f, 1f);
|
||||
}
|
||||
}
|
||||
24
Boids/Assets/Editor/BoidEditor.cs
Normal file
24
Boids/Assets/Editor/BoidEditor.cs
Normal file
@@ -0,0 +1,24 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
// [CustomEditor(typeof(Boid))]
|
||||
// public class BoidEditor : UnityEditor.Editor {
|
||||
// public override void OnInspectorGUI() {
|
||||
// base.OnInspectorGUI();
|
||||
//
|
||||
// Boid boid = (Boid) target;
|
||||
// GUILayout.Label($"Boid heading at ({boid.velocity.x}, {boid.velocity.y})");
|
||||
// }
|
||||
// }
|
||||
|
||||
public class BoidGizmoDrawer {
|
||||
[DrawGizmo(GizmoType.NonSelected | GizmoType.Selected)]
|
||||
static void DrawGizmo(Boid boid, GizmoType gizmoType) {
|
||||
// Simply draw the # of Boids within the perceived flock
|
||||
Handles.Label(boid.transform.position, $"{boid.transform.name}/{boid.latestNeighborhoodCount}");
|
||||
|
||||
if(boid.isFocused)
|
||||
foreach(Boid flockmate in boid.latestNeighborhood)
|
||||
Handles.DrawDottedLine(boid.transform.position, flockmate.transform.position, 1f);
|
||||
}
|
||||
}
|
||||
3
Boids/Assets/Editor/BoidEditor.cs.meta
Normal file
3
Boids/Assets/Editor/BoidEditor.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4b27abbe35a49dd946d059c0ebe4cea
|
||||
timeCreated: 1590672982
|
||||
90
Boids/Assets/Resources/Icons/banner.psd.meta
Normal file
90
Boids/Assets/Resources/Icons/banner.psd.meta
Normal file
@@ -0,0 +1,90 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 24a4da36a55f5154f8359f0e4520bc1d
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 10
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: -1
|
||||
aniso: -1
|
||||
mipBias: -100
|
||||
wrapU: 1
|
||||
wrapV: 1
|
||||
wrapW: 1
|
||||
nPOTScale: 0
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 1
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 8
|
||||
textureShape: 1
|
||||
singleChannelComponent: 0
|
||||
maxTextureSizeSet: 0
|
||||
compressionQualitySet: 0
|
||||
textureFormatSet: 0
|
||||
platformSettings:
|
||||
- serializedVersion: 2
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 20a24599605d8f1458a67cb3b687fdfa
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1252,25 +1252,26 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 7d72224fef7a4fb4a998b0980fe0eb77, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
boidCount: 153
|
||||
boidGroupRange: 2.69
|
||||
boidStartVelocity: 0.05
|
||||
boidVelocityLimit: 0.3
|
||||
boidCount: 244
|
||||
boidGroupRange: 3.29
|
||||
minSpeed: 9.225757
|
||||
maxSpeed: 9.225757
|
||||
globalBias: 1
|
||||
separationBias: 0.014
|
||||
alignmentBias: 0.194
|
||||
cohesionBias: 0.05
|
||||
boundaryBias: 0.063
|
||||
separationBias: 1.95
|
||||
alignmentBias: 0.288
|
||||
cohesionBias: 0.296
|
||||
boundaryBias: 1.5
|
||||
enableSeparation: 1
|
||||
enableAlignment: 1
|
||||
enableCohesion: 1
|
||||
enableBoundary: 1
|
||||
boidSeparationRange: 5
|
||||
boundaryForce: 0.352
|
||||
enableFovChecks: 1
|
||||
boidSeparationRange: 1.4
|
||||
boundaryForce: 50
|
||||
localFlocks: 1
|
||||
edgeWrapping: 1
|
||||
circleVertexCount: 360
|
||||
circleWidth: 0.1
|
||||
maxSteerForce: 383
|
||||
boidFov: 239
|
||||
focusedBoid: {fileID: 0}
|
||||
boidObject: {fileID: 1737515784064720040, guid: 23e1eaaf69d4ef342ac3ef9590f6c642,
|
||||
type: 3}
|
||||
@@ -3522,7 +3523,7 @@ RectTransform:
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 1, y: 1}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
m_AnchoredPosition: {x: -22.099976, y: -23.8}
|
||||
m_AnchoredPosition: {x: -22.099976, y: -23.800049}
|
||||
m_SizeDelta: {x: 25, y: 25}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!114 &945635207
|
||||
@@ -4121,7 +4122,7 @@ Transform:
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 1165952970}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: -2.3479285, y: -7.3538084, z: -1779.8757}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 0}
|
||||
|
||||
@@ -1,3 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b50106a18d564518ba59ebb42e02f619
|
||||
timeCreated: 1589861330
|
||||
guid: 5a23673acb15433ea9f977712582464f
|
||||
timeCreated: 1591398022
|
||||
@@ -81,7 +81,7 @@ public class AdjustmentsHandler : MonoBehaviour {
|
||||
// Calculate diff, formally add/remove boids
|
||||
int diff = controller.boidCount - controller.boids.Count;
|
||||
if(diff > 0)
|
||||
controller.AddBoids(diff);
|
||||
controller.AddBoids(diff, controller.boidCount > 5);
|
||||
else if(diff < 0)
|
||||
controller.RemoveBoids(diff * -1);
|
||||
|
||||
|
||||
@@ -1,70 +1,111 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
// Boids are represented by a moving, rotating triangle.
|
||||
// Boids should communicate with sibling Boids
|
||||
public class Boid : MonoBehaviour {
|
||||
[NonSerialized] private Vector2 _position = Vector2.zero;
|
||||
[NonSerialized] private Vector2 _velocity;
|
||||
[NonSerialized] private bool _isWrappingX = false;
|
||||
[NonSerialized] private bool _isWrappingY = false;
|
||||
[NonSerialized] private Renderer[] _renderers;
|
||||
[NonSerialized] private Vector2 _centeringVelocity;
|
||||
[NonSerialized] private int _latestNeighborhoodCount = 0;
|
||||
[NonSerialized] private BoidController _parent;
|
||||
[NonSerialized] public bool isFocused = false;
|
||||
// Basic Boid Physics Attributes
|
||||
private Vector2 _position = Vector2.zero;
|
||||
public Vector2 velocity;
|
||||
|
||||
// Wrapping related attributes
|
||||
private bool _isWrappingX;
|
||||
private bool _isWrappingY;
|
||||
private Vector2 _centeringVelocity;
|
||||
|
||||
// Used for tracking Gizmo drawing
|
||||
public int latestNeighborhoodCount = 0;
|
||||
public List<Boid> latestNeighborhood;
|
||||
|
||||
// Parent Boid Controller
|
||||
private BoidController _parent;
|
||||
|
||||
public bool isFocused; // Whether or not the current Boid is focused
|
||||
private LineRenderer[] _lineRenderers; // Store LineRenderers used by Focused Boids
|
||||
|
||||
private void Start() {
|
||||
_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 = Util.GetRandomVelocity(_parent.boidStartVelocity); // Acquire a Velocity Vector with a magnitude
|
||||
velocity = Util.GetRandomVelocity(Random.Range(_parent.minSpeed, _parent.maxSpeed));
|
||||
_position = transform.position; // Track 2D position separately
|
||||
transform.name = $"Boid {transform.GetSiblingIndex()}"; // Name the Game Object so Boids can be tracked somewhat
|
||||
}
|
||||
|
||||
private 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));
|
||||
transform.eulerAngles = new Vector3(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(velocity.x, velocity.y));
|
||||
|
||||
// Skip Flock Calculations if wrapping in progress
|
||||
if (_isWrappingX || _isWrappingY) {
|
||||
UpdateCenteringVelocity();
|
||||
_position += _centeringVelocity;
|
||||
_position += _centeringVelocity * Time.deltaTime;
|
||||
transform.position = _position;
|
||||
}
|
||||
else {
|
||||
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;
|
||||
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.MaxVelocity(_velocity, _parent.boidVelocityLimit);
|
||||
|
||||
_position += _velocity;
|
||||
transform.position = new Vector3(_position.x, _position.y, 0);
|
||||
velocity = GetVelocity();
|
||||
_position += velocity * Time.deltaTime;
|
||||
transform.position = _position;
|
||||
}
|
||||
|
||||
// Perform edge wrapping
|
||||
if (_parent.edgeWrapping)
|
||||
Wrapping();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets Velocity used to move Boid with all current rules and velocity
|
||||
/// </summary>
|
||||
/// <returns>new current Vector2 velocity</returns>
|
||||
public Vector2 GetVelocity() {
|
||||
// Find local neighborhood flock
|
||||
Vector2 acceleration = Vector2.zero;
|
||||
List<Boid> flock;
|
||||
|
||||
if (_parent.localFlocks)
|
||||
flock = GetFlock(_parent.boids, _parent.boidGroupRange);
|
||||
else
|
||||
flock = _parent.boids;
|
||||
|
||||
latestNeighborhoodCount = flock.Count;
|
||||
|
||||
// Only update latest neighborhood when we need it for focused boid Gizmo draws
|
||||
if (isFocused)
|
||||
latestNeighborhood = flock;
|
||||
|
||||
// Calculate all offsets and multiple by magnitudes given
|
||||
if (flock.Count > 0) {
|
||||
if (_parent.enableCohesion)
|
||||
acceleration += SteerTowards(Rule1(flock)) * _parent.cohesionBias;
|
||||
if (_parent.enableSeparation)
|
||||
acceleration += SteerTowards(Rule2(flock)) * _parent.separationBias;
|
||||
if (_parent.enableAlignment)
|
||||
acceleration += SteerTowards(Rule3(flock)) * _parent.alignmentBias;
|
||||
}
|
||||
|
||||
if (_parent.enableBoundary && !_parent.Boundary.Contains(_position)) {
|
||||
acceleration += SteerTowards(RuleBound()) * _parent.boundaryBias;
|
||||
}
|
||||
|
||||
// Limit the Velocity Vector to a certain Magnitude
|
||||
Vector2 newVelocity = velocity + acceleration * Time.deltaTime;
|
||||
float speed = newVelocity.magnitude;
|
||||
Vector2 dir = newVelocity / speed;
|
||||
speed = Mathf.Clamp(speed, _parent.minSpeed, _parent.maxSpeed);
|
||||
return dir * speed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Assists with clamping and normalizing a Vector2 force
|
||||
/// </summary>
|
||||
/// <param name="vector">Force Vector being applied by a rule</param>
|
||||
/// <returns>Vector2 force to be applied</returns>
|
||||
private Vector2 SteerTowards(Vector2 vector) {
|
||||
Vector2 v = vector.normalized * _parent.maxSpeed - velocity;
|
||||
return Vector2.ClampMagnitude(v, _parent.maxSteerForce);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runs edge wrapping logic for detecting and wrapping Boids
|
||||
/// </summary>
|
||||
private void Wrapping() {
|
||||
if (!_parent.Space.Contains(_position)) {
|
||||
// Activate Wrap, Move
|
||||
@@ -95,9 +136,9 @@ 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
|
||||
@@ -128,9 +169,9 @@ public class Boid : MonoBehaviour {
|
||||
|
||||
Vector2 perceived = Vector2.zero;
|
||||
foreach (Boid boid in flock)
|
||||
perceived += boid._velocity;
|
||||
perceived += boid.velocity;
|
||||
perceived /= flock.Count;
|
||||
return (perceived - _velocity) / 8.0f;
|
||||
return (perceived - velocity) / 8.0f;
|
||||
}
|
||||
|
||||
// Asks Boids to stay within the Boundaries set
|
||||
@@ -158,25 +199,52 @@ public class Boid : MonoBehaviour {
|
||||
|
||||
// Returns a list of boids within a certain radius of the Boid, representing it's local 'flock'
|
||||
private List<Boid> GetFlock(List<Boid> boids, float radius) {
|
||||
return boids.Where(boid => boid != this && Vector2.Distance(this._position, boid._position) <= radius).ToList();
|
||||
List<Boid> flock = new List<Boid>();
|
||||
|
||||
foreach (Boid boid in boids) {
|
||||
// Distance Check
|
||||
if (boid == this || Vector2.Distance(this._position, boid._position) > radius)
|
||||
continue;
|
||||
|
||||
// FOV Check
|
||||
if (_parent.enableFovChecks) {
|
||||
float angle1 = Util.Vector2ToAngle(velocity); // Current Heading
|
||||
float angle2 =
|
||||
Util.AngleBetween(transform.position, boid.transform.position); // Angle between Boid and other Boid
|
||||
|
||||
// Outside of FOV range, skip
|
||||
if (Mathf.Abs(Mathf.DeltaAngle(angle1, angle2)) > _parent.boidFov / 2)
|
||||
continue;
|
||||
}
|
||||
|
||||
// Boid passed all checks, add to local Flock list
|
||||
flock.Add(boid);
|
||||
}
|
||||
|
||||
return flock;
|
||||
}
|
||||
|
||||
// Sets up a Boid to be 'Focused', adds Circles around object and changes color
|
||||
public void EnableFocusing() {
|
||||
if (isFocused) {
|
||||
Debug.LogWarning("enableFocusing called on previously focused Boid");
|
||||
Debug.LogWarning($"enableFocusing called on previously focused Boid ({transform.name})");
|
||||
return;
|
||||
}
|
||||
|
||||
isFocused = true;
|
||||
|
||||
// Create all LineRenderers
|
||||
_lineRenderers = new LineRenderer[3];
|
||||
_lineRenderers[0] = GetLineRenderer("Group Range");
|
||||
_lineRenderers[1] = GetLineRenderer("Separation Range");
|
||||
_lineRenderers[2] = GetLineRenderer("FOV Arc");
|
||||
|
||||
// Update Mesh Material Color
|
||||
var triangle = transform.GetComponent<Triangle>();
|
||||
triangle.meshRenderer.material.color = Color.red;
|
||||
|
||||
// Add a LineRenderer for Radius Drawing
|
||||
DrawCircle(_parent.boidSeparationRange, "Separation Range Circle");
|
||||
DrawCircle(_parent.boidGroupRange, "Group Range Circle");
|
||||
// Draw all focus related elements
|
||||
Draw(false);
|
||||
}
|
||||
|
||||
// Disable focusing, removing LineRenderers and resetting color
|
||||
@@ -187,35 +255,82 @@ public class Boid : MonoBehaviour {
|
||||
var oldTriangle = transform.GetComponent<Triangle>();
|
||||
oldTriangle.meshRenderer.material.color = new Color32(49, 61, 178, 255);
|
||||
|
||||
|
||||
// Destroy Line Renderers (and child GameObjects)
|
||||
foreach (Transform child in transform)
|
||||
Destroy(child.gameObject);
|
||||
for (int i = 0; i < _lineRenderers.Length; i++) {
|
||||
_lineRenderers[i].positionCount = 0;
|
||||
DestroyImmediate(_lineRenderers[i].gameObject);
|
||||
_lineRenderers[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawCircle(float radius, string childName) {
|
||||
// Create a new child GameObject to hold the LineRenderer Component
|
||||
/// <summary>
|
||||
/// returns a new LineRenderer component stored on a child GameObject.
|
||||
/// </summary>
|
||||
/// <param name="childName">The name of the associated child GameObject</param>
|
||||
/// <returns>A LineRenderer</returns>
|
||||
public LineRenderer GetLineRenderer(string childName) {
|
||||
var child = new GameObject(childName);
|
||||
// Make object a child of Boid, set position as such
|
||||
child.transform.SetParent(transform);
|
||||
child.transform.position = transform.position;
|
||||
var line = child.AddComponent<LineRenderer>();
|
||||
// add and return LineRenderer component
|
||||
return child.AddComponent<LineRenderer>();
|
||||
}
|
||||
|
||||
_parent.circleVertexCount = 360;
|
||||
/// <summary>
|
||||
/// Draw (or re-draw) all lines corresponding to separation and group circles and FOV Arc
|
||||
/// </summary>
|
||||
/// <param name="redraw"><c>true</c> if draw operation should be treated as a re-draw</param>
|
||||
public void Draw(bool redraw) {
|
||||
// Clear positions when redrawing
|
||||
if (redraw)
|
||||
foreach (LineRenderer lineRenderer in _lineRenderers)
|
||||
lineRenderer.positionCount = 0;
|
||||
|
||||
// Setup LineRenderer properties
|
||||
line.useWorldSpace = false;
|
||||
line.startWidth = _parent.circleWidth;
|
||||
line.endWidth = _parent.circleWidth;
|
||||
line.positionCount = _parent.circleVertexCount + 1;
|
||||
// Add a LineRenderer for Radius Drawing
|
||||
if (_parent.enableFovChecks)
|
||||
ShapeDraw.DrawArc(_lineRenderers[2], _parent.boidFov, _parent.boidGroupRange); // FOV Arc
|
||||
else
|
||||
ShapeDraw.DrawCircle(_lineRenderers[0], _parent.boidGroupRange); // Group Circle
|
||||
ShapeDraw.DrawCircle(_lineRenderers[1], _parent.boidSeparationRange); // Separation Circle
|
||||
|
||||
// Calculate points for circle
|
||||
var pointCount = _parent.circleVertexCount + 1;
|
||||
var points = new Vector3[pointCount];
|
||||
for (int i = 0; i < pointCount; i++) {
|
||||
var rad = Mathf.Deg2Rad * (i * 360f / _parent.circleVertexCount);
|
||||
points[i] = new Vector3(Mathf.Sin(rad) * radius, Mathf.Cos(rad) * radius, 0);
|
||||
if (_parent.enableFovChecks) {
|
||||
// Set FOV Arc rotation to mimic Boid transform rotation
|
||||
_lineRenderers[2].transform.rotation = transform.rotation;
|
||||
_lineRenderers[2].transform.Rotate(0, 0, _parent.boidFov / 2f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return a random position nearby a certain distance away
|
||||
/// </summary>
|
||||
/// <param name="distance">Vector2 position</param>
|
||||
/// <returns></returns>
|
||||
public Vector2 GetNearby(float distance) {
|
||||
return _position + Util.RotateBy(new Vector2(distance, distance),
|
||||
Random.Range(0f, 360f));
|
||||
}
|
||||
|
||||
public Boid GetClosestBoid() {
|
||||
if (_parent.boids.Count <= 1)
|
||||
return null;
|
||||
|
||||
Boid best = _parent.boids[0];
|
||||
float curDistSqr = Mathf.Infinity;
|
||||
|
||||
foreach (Boid potential in _parent.boids) {
|
||||
if (potential == this)
|
||||
continue;
|
||||
|
||||
Vector2 diff = potential._position - _position;
|
||||
var diffSqrMag = diff.sqrMagnitude;
|
||||
if (diffSqrMag < curDistSqr) {
|
||||
curDistSqr = diffSqrMag;
|
||||
best = potential;
|
||||
}
|
||||
}
|
||||
|
||||
// Add points to LineRenderer
|
||||
line.SetPositions(points);
|
||||
return best;
|
||||
}
|
||||
}
|
||||
@@ -1,57 +1,54 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Debug = System.Diagnostics.Debug;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class BoidController : MonoBehaviour {
|
||||
// Controller Attributes
|
||||
[NonSerialized] public Rect Space;
|
||||
[NonSerialized] public Rect Boundary;
|
||||
|
||||
// Manually managed/set
|
||||
public GameObject boidObject; // Boid Object Prefab
|
||||
|
||||
// Swarm Attributes
|
||||
public int boidCount = 50;
|
||||
public float boidGroupRange = 1.0f;
|
||||
public float boidStartVelocity = 0.005f;
|
||||
[SerializeField] public float boidVelocityLimit = 1.0f;
|
||||
public int boidCount = 250;
|
||||
public float boidGroupRange = 3.3f;
|
||||
public float minSpeed;
|
||||
public float maxSpeed;
|
||||
|
||||
// Boid Rules are multiplied by this to allow rule 'tweaking'
|
||||
[SerializeField] public float globalBias = 1.0f;
|
||||
[SerializeField] public float separationBias = 0.05f;
|
||||
[SerializeField] public float alignmentBias = 0.05f;
|
||||
[SerializeField] public float cohesionBias = 0.05f;
|
||||
[SerializeField] public float boundaryBias = 1f;
|
||||
public float globalBias = 1.0f;
|
||||
public float separationBias = 2f;
|
||||
public float alignmentBias = 0.288f;
|
||||
public float cohesionBias = 0.3f;
|
||||
public float boundaryBias = 1.5f;
|
||||
|
||||
// Enable/Disable Boid Rules Altogether
|
||||
[SerializeField] public bool enableSeparation = true;
|
||||
[SerializeField] public bool enableAlignment = true;
|
||||
[SerializeField] public bool enableCohesion = true;
|
||||
[SerializeField] public bool enableBoundary = true;
|
||||
public bool enableSeparation = true;
|
||||
public bool enableAlignment = true;
|
||||
public bool enableCohesion = true;
|
||||
public bool enableBoundary = true;
|
||||
public bool enableFovChecks = true;
|
||||
|
||||
[SerializeField] public float boidSeparationRange = 2.3f; // Boid Separation rule's activation distance
|
||||
[SerializeField] public float boundaryForce = 10f; // The force applied when a Boid hits the boundary
|
||||
[SerializeField] public bool localFlocks = true; // Calculate Local 'Neighborhood' for flocks?
|
||||
[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
|
||||
public float boidSeparationRange = 1.4f; // Boid Separation rule's activation distance
|
||||
public float boundaryForce = 50f; // The force applied when a Boid hits the boundary
|
||||
public bool localFlocks = true; // Calculate Local 'Neighborhood' for flocks?
|
||||
public bool edgeWrapping = true; // Enforce Edge Wrapping
|
||||
public float maxSteerForce = 400f;
|
||||
public float boidFov = 240;
|
||||
|
||||
|
||||
public Boid focusedBoid; // A focused Boid has special rendering
|
||||
public GameObject boidObject; // Boid Object Prefab
|
||||
// Runtime Controller Attributes
|
||||
[NonSerialized] public List<Boid> boids = new List<Boid>(); // Boid Objects for Updates
|
||||
[NonSerialized] public Rect Space;
|
||||
[NonSerialized] public Rect Boundary;
|
||||
[NonSerialized] public Camera Cam; // Used for wrapping detection
|
||||
public Boid focusedBoid; // A focused Boid has special rendering
|
||||
|
||||
private void OnDrawGizmos() {
|
||||
// Draw a Wire Cube for the Rectangle Area
|
||||
Gizmos.DrawWireCube(Space.center, Space.size);
|
||||
Gizmos.DrawWireCube(Boundary.center, Boundary.size);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (focusedBoid != null)
|
||||
Handles.DrawWireDisc(focusedBoid.transform.position, Vector3.forward, boidGroupRange);
|
||||
#endif
|
||||
|
||||
if (Cam == null)
|
||||
return;
|
||||
|
||||
@@ -71,38 +68,81 @@ public class BoidController : MonoBehaviour {
|
||||
if (focusedBoid != null)
|
||||
focusedBoid.DisableFocusing();
|
||||
|
||||
// Pick a Boid randomly and enable focusing
|
||||
focusedBoid = boids[Random.Range(0, boids.Count)];
|
||||
focusedBoid.EnableFocusing();
|
||||
}
|
||||
|
||||
// Focus on the boid in scene view when one is focused
|
||||
#if UNITY_EDITOR
|
||||
if(focusedBoid != null && SceneView.lastActiveSceneView != null)
|
||||
SceneView.lastActiveSceneView.LookAtDirect(focusedBoid.transform.position, Quaternion.identity);
|
||||
#endif
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
SetupCamera();
|
||||
AddBoids(boidCount);
|
||||
|
||||
StartCoroutine(LateStart());
|
||||
}
|
||||
|
||||
private IEnumerator LateStart() {
|
||||
yield return new WaitForSecondsRealtime(0.5f);
|
||||
|
||||
for (int i = 0; i < 100; i++) {
|
||||
foreach (Boid boid in boids)
|
||||
boid.velocity = boid.GetVelocity();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Utility function for setting up Camera and Boundary related variables.
|
||||
/// </summary>
|
||||
private void SetupCamera() {
|
||||
// Setup Camera
|
||||
Cam = Camera.main;
|
||||
|
||||
// Assert that there is an active camera
|
||||
Debug.Assert(Cam != null, nameof(Cam) + " != null");
|
||||
|
||||
// Size the Rectangle based on the Camera's Orthographic View
|
||||
float height = 2f * Cam.orthographicSize;
|
||||
var size = new Vector2(height * Cam.aspect, height);
|
||||
Space = new Rect((Vector2) transform.position - size / 2, size);
|
||||
Boundary = new Rect(Vector2.zero, Space.size * 0.95f);
|
||||
Boundary = new Rect(Vector2.zero, Space.size * 0.90f);
|
||||
Boundary.center = Space.center;
|
||||
|
||||
AddBoids(boidCount);
|
||||
}
|
||||
|
||||
public void AddBoids(int n) {
|
||||
/// <summary>
|
||||
/// Adds a number of boids.
|
||||
/// </summary>
|
||||
/// <param name="n">Number of Boids to add</param>
|
||||
/// <param name="useNearby">Spawn Boids nearby each other</param>
|
||||
public void AddBoids(int n, bool useNearby = false) {
|
||||
// Skip if negative or zero
|
||||
if (n <= 0)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < n; i++) {
|
||||
// Instantiate a Boid prefab within the boundaries randomly
|
||||
Vector2 position = RandomPosition() * 0.95f;
|
||||
GameObject boid = Instantiate(boidObject, position, Quaternion.identity);
|
||||
Vector2 position = useNearby ? RandomNearbyPosition() : RandomPosition() * 0.90f;
|
||||
GameObject boidGO = Instantiate(boidObject, position, Quaternion.identity);
|
||||
|
||||
// Set parent, add Boid component to Boids list
|
||||
boid.transform.parent = transform;
|
||||
boids.Add(boid.GetComponent<Boid>());
|
||||
boidGO.transform.parent = transform;
|
||||
var boid = boidGO.GetComponent<Boid>();
|
||||
|
||||
boids.Add(boid);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a number of boids.
|
||||
/// </summary>
|
||||
/// <param name="n">Number of Boids to Remove</param>
|
||||
public void RemoveBoids(int n) {
|
||||
// If there are still Boids to remove and the number left to remove is more than 1 (post-decrementing)
|
||||
while (n-- > 0 && boids.Count >= 1) {
|
||||
int index = Random.Range(0, boids.Count - 1);
|
||||
|
||||
@@ -117,15 +157,47 @@ public class BoidController : MonoBehaviour {
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a Boid at a specific index in the Boids array.
|
||||
/// </summary>
|
||||
/// <param name="index"></param>
|
||||
private void RemoveBoid(int index) {
|
||||
Boid boid = boids[index];
|
||||
boids.RemoveAt(index);
|
||||
Destroy(boid.transform.gameObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a random valid Boid position
|
||||
/// </summary>
|
||||
/// <returns>A Vector2 position within the Boid boundary area</returns>
|
||||
private Vector2 RandomPosition() {
|
||||
return new Vector2(
|
||||
Random.Range(-Boundary.size.x, Boundary.size.x) / 2,
|
||||
Random.Range(-Boundary.size.y, Boundary.size.y) / 2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a random valid position near a Boid
|
||||
/// </summary>
|
||||
/// <returns>A Vector2 position within the set boundaries</returns>
|
||||
private Vector2 RandomNearbyPosition(int maxRetries = 5) {
|
||||
for (int i = 0; i < maxRetries; i++) {
|
||||
Vector2 possible = RandomBoid().GetNearby(boidSeparationRange);
|
||||
if (Boundary.Contains(possible))
|
||||
return possible;
|
||||
}
|
||||
|
||||
// if MaxRetries exceeded, fall back to RandomPosition()
|
||||
Debug.Log($"{maxRetries} retries failed, falling back to RandomPosition");
|
||||
return RandomPosition();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a random Boid
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public Boid RandomBoid() {
|
||||
return boids[Random.Range(0, boids.Count - 1)];
|
||||
}
|
||||
}
|
||||
@@ -1,48 +0,0 @@
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomEditor(typeof(BoidController))]
|
||||
public class BoidControllerEditor : Editor {
|
||||
public override void OnInspectorGUI() {
|
||||
var controller = (BoidController) target;
|
||||
|
||||
// Boid Count update
|
||||
EditorGUI.BeginChangeCheck();
|
||||
controller.boidCount = EditorGUILayout.IntSlider("Boid Count", controller.boidCount, 1, 500);
|
||||
// Check must be performed or Boids will be added outside of gameplay
|
||||
if (EditorGUI.EndChangeCheck() && Application.isPlaying) {
|
||||
int diff = controller.boidCount - controller.boids.Count;
|
||||
if (diff > 1)
|
||||
controller.AddBoids(diff);
|
||||
else if (diff < 0)
|
||||
controller.RemoveBoids(Mathf.Abs(diff));
|
||||
}
|
||||
|
||||
// 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.boidSeparationRange = EditorGUILayout.Slider("Separation Range", controller.boidSeparationRange, 0.01f, 5.0f);
|
||||
controller.boundaryForce = EditorGUILayout.Slider("Boundary Force", controller.boundaryForce, 0.25f, 1f);
|
||||
|
||||
// Boid Bias Attributes
|
||||
controller.alignmentBias = EditorGUILayout.Slider("Alignment Bias", controller.alignmentBias, 0.001f, 0.5f);
|
||||
controller.cohesionBias = EditorGUILayout.Slider("Cohesion Bias", controller.cohesionBias, 0.001f, 0.5f);
|
||||
controller.separationBias = EditorGUILayout.Slider("Separation Bias", controller.separationBias, 0.001f, 0.5f);
|
||||
controller.boundaryBias = EditorGUILayout.Slider("Boundary Bias", controller.boundaryBias, 0.01f, 0.5f);
|
||||
|
||||
controller.localFlocks = EditorGUILayout.Toggle("Use Groups?", controller.localFlocks);
|
||||
controller.edgeWrapping = EditorGUILayout.Toggle("Enforce Wrapping?", controller.edgeWrapping);
|
||||
|
||||
controller.enableAlignment = EditorGUILayout.Toggle("Enable Alignment?", controller.enableAlignment);
|
||||
controller.enableCohesion = EditorGUILayout.Toggle("Enable Cohesion?", controller.enableCohesion);
|
||||
controller.enableSeparation = EditorGUILayout.Toggle("Enable Separation?", controller.enableSeparation);
|
||||
controller.enableBoundary = EditorGUILayout.Toggle("Enable Boundary?", controller.enableBoundary);
|
||||
|
||||
// Boid Rendering
|
||||
controller.circleVertexCount = EditorGUILayout.IntSlider("Circle Vertex Count", controller.circleVertexCount, 4, 360);
|
||||
controller.circleWidth = EditorGUILayout.Slider("Circle Line Width", controller.circleWidth, 0.01f, 1f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
70
Boids/Assets/Scripts/ShapeDraw.cs
Normal file
70
Boids/Assets/Scripts/ShapeDraw.cs
Normal file
@@ -0,0 +1,70 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// A simple static utility class that assists with drawing shapes using the <c>LineRenderer</c> class.
|
||||
/// </summary>
|
||||
public static class ShapeDraw {
|
||||
// Line width of the Circle and Arc
|
||||
public static float CircleWidth = 0.1f;
|
||||
public static float ArcWidth = 0.1f;
|
||||
// Vertex count for Circle and Arc - the precision or detail level the curves have
|
||||
// Low vertex counts are mostly unnoticeable until < 30 vertexes, where eventually squares and triangles appear
|
||||
public static int CircleVertexCount = 180;
|
||||
public static int ArcVertexCount = 90;
|
||||
|
||||
/// <summary>
|
||||
/// Draw a Arc aimed straight up with a certain angle width and radius.
|
||||
/// This Arc is not direct at any specific angle and start from 0 degrees and ends at <c>angle</c> degrees.
|
||||
/// You should rotate the <c>LineRenderer</c> to direct it at a specific point.
|
||||
/// </summary>
|
||||
/// <param name="lineRenderer">The LineRenderer to draw the Arc upon.</param>
|
||||
/// <param name="angle">Angle (width) of the Arc</param>
|
||||
/// <param name="radius">Radius of the Arc</param>
|
||||
public static void DrawArc(LineRenderer lineRenderer, float angle, float radius) {
|
||||
// Setup LineRenderer properties
|
||||
lineRenderer.useWorldSpace = false;
|
||||
lineRenderer.startWidth = ArcWidth;
|
||||
lineRenderer.endWidth = ArcWidth;
|
||||
lineRenderer.positionCount = ArcVertexCount + 1 + 2;
|
||||
|
||||
// Calculate points for circle
|
||||
var pointCount = ArcVertexCount + 1;
|
||||
var points = new Vector3[pointCount + 2];
|
||||
|
||||
// Generate all points
|
||||
for (int i = 0; i < pointCount; i++) {
|
||||
var rad = Mathf.Deg2Rad * Mathf.Lerp(0, angle, (float) i / pointCount);
|
||||
points[i + 1] = new Vector3(Mathf.Sin(rad), Mathf.Cos(rad), 0) * radius;
|
||||
}
|
||||
|
||||
points[0] = new Vector3(0, 0, 0);
|
||||
points[points.Length - 1] = points[0];
|
||||
|
||||
// Add points to LineRenderer
|
||||
lineRenderer.SetPositions(points);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw a Circle with a specific radius and number of vertexes (detail level)
|
||||
/// </summary>
|
||||
/// <param name="lineRenderer">The LineRenderer to draw the Circle upon</param>
|
||||
/// <param name="radius">Radius of the Circle</param>
|
||||
public static void DrawCircle(LineRenderer lineRenderer, float radius) {
|
||||
// Setup LineRenderer properties
|
||||
lineRenderer.useWorldSpace = false;
|
||||
lineRenderer.startWidth = CircleWidth;
|
||||
lineRenderer.endWidth = CircleWidth;
|
||||
lineRenderer.positionCount = CircleVertexCount + 1;
|
||||
|
||||
// Calculate points for circle
|
||||
var pointCount = CircleVertexCount + 1;
|
||||
var points = new Vector3[pointCount];
|
||||
for (int i = 0; i < pointCount; i++) {
|
||||
var rad = Mathf.Deg2Rad * (i * 360f / CircleVertexCount);
|
||||
points[i] = new Vector3(Mathf.Sin(rad) * radius, Mathf.Cos(rad) * radius, 0);
|
||||
}
|
||||
|
||||
// Add points to LineRenderer
|
||||
lineRenderer.SetPositions(points);
|
||||
}
|
||||
}
|
||||
3
Boids/Assets/Scripts/ShapeDraw.cs.meta
Normal file
3
Boids/Assets/Scripts/ShapeDraw.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 09004a14b18b4662898d7e1cc0bc6f24
|
||||
timeCreated: 1591398023
|
||||
@@ -76,8 +76,8 @@ public class UIController : MonoBehaviour {
|
||||
|
||||
private void Start() {
|
||||
// Set Target Application Framerate
|
||||
Application.targetFrameRate = 90;
|
||||
|
||||
// Application.targetFrameRate = 90;
|
||||
|
||||
// Basic variable setup
|
||||
_currentUI = UIStance.Title;
|
||||
_scaler = canvas.GetComponent<CanvasScaler>();
|
||||
@@ -116,7 +116,15 @@ public class UIController : MonoBehaviour {
|
||||
private void Update() {
|
||||
// on Escape key, attempts to change UI stance to the Title Screen
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
ChangeStance(UIStance.Title);
|
||||
if (_currentUI == UIStance.PlayHidden)
|
||||
ChangeStance(UIStance.PlayAdjust);
|
||||
else
|
||||
ChangeStance(UIStance.Title);
|
||||
else if (Input.GetKeyDown(KeyCode.LeftAlt))
|
||||
if (_currentUI == UIStance.PlayAdjust)
|
||||
ChangeStance(UIStance.PlayHidden);
|
||||
else if (_currentUI == UIStance.PlayHidden)
|
||||
ChangeStance(UIStance.PlayAdjust);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -170,12 +178,12 @@ public class UIController : MonoBehaviour {
|
||||
ShowBoidsTitle(true);
|
||||
}
|
||||
}
|
||||
// Settings/About/Play -> Title
|
||||
// Settings/About/PlayAdjust -> Title
|
||||
else if (stance == UIStance.Title) {
|
||||
MoveElements(UIGroup.TitleScreen, false);
|
||||
if (_currentUI == UIStance.PlayAdjust) {
|
||||
MoveElements(UIGroup.AdjustmentsScreen, true);
|
||||
if(!showBoidsOnTitleToggle.isOn)
|
||||
if (!showBoidsOnTitleToggle.isOn)
|
||||
ShowBoidsTitle(false);
|
||||
}
|
||||
else if (_currentUI == UIStance.Settings)
|
||||
@@ -183,6 +191,14 @@ public class UIController : MonoBehaviour {
|
||||
else if (_currentUI == UIStance.About)
|
||||
MoveElements(UIGroup.AboutScreen, true);
|
||||
}
|
||||
// PlayAdjust -> PlayHidden
|
||||
else if (stance == UIStance.PlayHidden && _currentUI == UIStance.PlayAdjust) {
|
||||
MoveElements(UIGroup.AdjustmentsScreen, true);
|
||||
}
|
||||
// PlayHidden -> PlayAdjust
|
||||
else if (stance == UIStance.PlayAdjust && _currentUI == UIStance.PlayHidden) {
|
||||
MoveElements(UIGroup.AdjustmentsScreen, false);
|
||||
}
|
||||
|
||||
_currentUI = stance;
|
||||
}
|
||||
@@ -219,8 +235,8 @@ public class UIController : MonoBehaviour {
|
||||
GameObject adjPanelGo;
|
||||
LeanTween
|
||||
.move((adjPanelGo = adjPanel.gameObject),
|
||||
adjPanelGo.transform.position + _adjustmentsDiff * (away ? 1 : -1), 1.15f)
|
||||
.setDelay(away ? 0f : 0.15f)
|
||||
adjPanelGo.transform.position + _adjustmentsDiff * (away ? 1 : -1), away ? 0.9f : 1.15f)
|
||||
.setDelay(away ? 0f : 0.05f)
|
||||
.setEase(LeanTweenType.easeInOutCubic)
|
||||
.setOnComplete(StartTween());
|
||||
break;
|
||||
@@ -245,7 +261,7 @@ public class UIController : MonoBehaviour {
|
||||
|
||||
private void ShowBoidsTitle(bool active) {
|
||||
ShowBoids(active);
|
||||
|
||||
|
||||
// Works somewhat close to what is needed, but needs a fix.
|
||||
// if (!active) {
|
||||
// print("Fading out");
|
||||
@@ -262,7 +278,7 @@ public class UIController : MonoBehaviour {
|
||||
}
|
||||
|
||||
private void ShowBoids(bool show) {
|
||||
foreach(MeshRenderer meshRenderer in boidController.gameObject.GetComponentsInChildren<MeshRenderer>())
|
||||
foreach (MeshRenderer meshRenderer in boidController.gameObject.GetComponentsInChildren<MeshRenderer>())
|
||||
meshRenderer.enabled = show;
|
||||
}
|
||||
}
|
||||
@@ -6,13 +6,13 @@ public class Util {
|
||||
var sa = Mathf.Sin(a);
|
||||
var rx = v.x * ca - v.y * sa;
|
||||
|
||||
return new Vector2((float) rx, (float) (v.x * sa + v.y * ca));
|
||||
return new Vector2(rx, v.x * sa + v.y * ca);
|
||||
}
|
||||
|
||||
// Returns a velocity (Vector2) at a random angle with a specific overall magnitude
|
||||
public static Vector2 GetRandomVelocity(float magnitude) {
|
||||
var vector = new Vector2(magnitude, magnitude);
|
||||
return Util.RotateBy(vector, Random.Range(0, 180));
|
||||
return RotateBy(vector, Random.Range(0, 180));
|
||||
}
|
||||
|
||||
public static Vector2 MaxVelocity(Vector2 v, float max) {
|
||||
@@ -27,24 +27,25 @@ public class Util {
|
||||
return v;
|
||||
}
|
||||
|
||||
public static Vector2 AbsVector(Vector2 vector) {
|
||||
return new Vector2(vector.x, vector.y);
|
||||
public static float Vector2ToAngle(Vector2 velocity) {
|
||||
float result = Mathf.Rad2Deg * Mathf.Atan2(velocity.y, velocity.x);
|
||||
return (result < 0) ? (360f + result) : result;
|
||||
}
|
||||
}
|
||||
|
||||
public class Scale {
|
||||
private Vector2 _original;
|
||||
private Vector2 _new;
|
||||
private Vector2 _ratio;
|
||||
public static float AngleBetween(Vector2 from, Vector2 to) {
|
||||
Vector2 diff = to - from;
|
||||
float result = Mathf.Rad2Deg * Mathf.Atan2(diff.y, diff.x);
|
||||
return (result < 0) ? (360f + result) : result;
|
||||
}
|
||||
|
||||
public float X => _ratio.x;
|
||||
public float Y => _ratio.y;
|
||||
public static float AngleDifference(float angle1, float angle2) {
|
||||
return Mathf.Abs((angle1 > 180 ? 360 - angle1 : angle1) - (angle2 > 180 ? 360 - angle2 : angle2));
|
||||
}
|
||||
|
||||
public Scale(Vector2 original, Canvas canvas) : this(original, canvas.pixelRect.size) { }
|
||||
|
||||
public Scale(Vector2 original, Vector2 resized) {
|
||||
_original = original;
|
||||
_new = resized;
|
||||
_ratio = _original / _new;
|
||||
public static float AddAngle(float angle, float add) {
|
||||
float result = angle + add;
|
||||
if (result > 360) return result - 360;
|
||||
if (result < 0) return 360 + result;
|
||||
return result;
|
||||
}
|
||||
}
|
||||
@@ -34,7 +34,6 @@ GraphicsSettings:
|
||||
- {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 16001, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 16002, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_PreloadedShaders: []
|
||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
|
||||
type: 0}
|
||||
|
||||
Reference in New Issue
Block a user