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47 Commits
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13175
.media/banner.ai
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13175
.media/banner.ai
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.media/banner.png
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.media/banner.png
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1
.media/banner.svg
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.media/banner.svg
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.media/example.gif
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.media/example.gif
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.media/example.mp4
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.media/example.mp4
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13205
.media/social.ai
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.media/social.ai
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.media/social.png
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19
BUGS.md
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19
BUGS.md
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@@ -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
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@@ -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
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@@ -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
|
||||
@@ -76,7 +76,7 @@ public class UIController : MonoBehaviour {
|
||||
|
||||
private void Start() {
|
||||
// Set Target Application Framerate
|
||||
Application.targetFrameRate = 90;
|
||||
// Application.targetFrameRate = 90;
|
||||
|
||||
// Basic variable setup
|
||||
_currentUI = UIStance.Title;
|
||||
@@ -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;
|
||||
@@ -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 class Scale {
|
||||
private Vector2 _original;
|
||||
private Vector2 _new;
|
||||
private Vector2 _ratio;
|
||||
|
||||
public float X => _ratio.x;
|
||||
public float Y => _ratio.y;
|
||||
|
||||
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 Vector2ToAngle(Vector2 velocity) {
|
||||
float result = Mathf.Rad2Deg * Mathf.Atan2(velocity.y, velocity.x);
|
||||
return (result < 0) ? (360f + result) : result;
|
||||
}
|
||||
|
||||
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 static float AngleDifference(float angle1, float angle2) {
|
||||
return Mathf.Abs((angle1 > 180 ? 360 - angle1 : angle1) - (angle2 > 180 ? 360 - angle2 : angle2));
|
||||
}
|
||||
|
||||
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}
|
||||
|
||||
675
LICENSE
Normal file
675
LICENSE
Normal file
@@ -0,0 +1,675 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
|
||||
32
README.md
32
README.md
@@ -1,15 +1,39 @@
|
||||
<div align="center">
|
||||
<a href=""><img src="/banner.jpeg" alt="Boids" width="600"></a>
|
||||
<a href=""><img src="./.media/banner.png" alt="Boids"></a>
|
||||
<br>
|
||||
<sub>
|
||||
Built with ❤︎ by <a href="https://github.com/Xevion/">Xevion</a>
|
||||
</sub>
|
||||
</div>
|
||||
|
||||
---
|
||||
<br>
|
||||
|
||||
**Boids** is a simple simulation project dedicated to showcasing the flocking algorithm (known as *Boids*) in fun and accessible format, complete with sliders, buttons and dropdowns to allow maximum customization.
|
||||
**Boids** is a simple simulation project dedicated to showcasing the flocking algorithm (known as *Boids*) in a fun and accessible format, complete with sliders, buttons and dropdowns to allow maximum customization.
|
||||
|
||||
To download a release, check the [Releases](https://github.com/Xevion/Boids/releases) section and download the appropriate build. **Boids** is built on the Unity Engine, and thus should be fully compatible across a myriad of platforms (although I do not provide Android builds).
|
||||
## Features
|
||||
|
||||
- Customizable simulation weights
|
||||
- Handles up to 750 boids simultaneously on modern systems!
|
||||
- Smoothly animated and simple customization menu
|
||||
- Clean and informative about menu
|
||||
- Boid tracking with field of view visuals (Space)
|
||||
- Performance statistics (CTRL+H, CTRL+G)
|
||||
|
||||
<div align="center">
|
||||
<a href="#">
|
||||
<img src="./.media/example.gif">
|
||||
</a>
|
||||
<br>
|
||||
<sub>
|
||||
Boids attempt to cohesively move together by each individually doing the same thing: move towards the center of the flock, align to the average heading of the flock, and keep a certain distance from eachother.
|
||||
</sub>
|
||||
</div>
|
||||
|
||||
## Installation
|
||||
|
||||
To download a release, check the [Releases](https://github.com/Xevion/Boids/releases) section and download the appropriate build. **Boids** is built on the Unity Engine, and thus should be fully compatible across Windows, Mac & Linux without trouble.
|
||||
|
||||
|
||||
## Disclaimer
|
||||
|
||||
*Note: Boids is extremely early in it's development and only has a fraction of the features I want it to have. Current releases are most definitely not even close to what I want Boids to look like. Additionally, I'm very inexperienced with Unity, and even worse with providing Builds to users. If a Build doesn't function, you'll have better luck loading the project and building yourself, likely.*
|
||||
BIN
banner.jpeg
BIN
banner.jpeg
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|
Before Width: | Height: | Size: 37 KiB |
Reference in New Issue
Block a user