Files
Boids/Boids/Assets/Scripts/Boid.cs

252 lines
9.7 KiB
C#

using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
// Boids are represented by a moving, rotating triangle.
// Boids should communicate with sibling Boids via the parental BoidController object
public class Boid : MonoBehaviour {
[NonSerialized] private Vector2 _position = Vector2.zero;
[NonSerialized] public Vector2 _velocity;
[NonSerialized] private bool _isWrappingX = false;
[NonSerialized] private bool _isWrappingY = false;
[NonSerialized] private Vector2 _centeringVelocity;
[NonSerialized] public int latestNeighborhoodCount = 0;
[NonSerialized] public List<Boid> latestNeighborhood;
[NonSerialized] private BoidController _parent;
[NonSerialized] public bool _isFocused = false;
private void Start() {
_parent = transform.parent
.GetComponent<BoidController>(); // Parent used to perform physics math without caching
_velocity = Util.GetRandomVelocity(_parent.boidStartVelocity); // Acquire a Velocity Vector with a magnitude
_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.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 * Time.deltaTime;
transform.position = _position;
}
else {
Vector2 acceleration = Vector2.zero;
List<Boid> flock = _parent.localFlocks ? GetFlock(_parent.boids, _parent.boidGroupRange) : _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
_velocity += acceleration * Time.deltaTime;
float speed = _velocity.magnitude;
Vector2 dir = _velocity / speed;
speed = Mathf.Clamp(speed, _parent.minSpeed, _parent.maxSpeed);
_velocity = dir * speed;
_position += _velocity * Time.deltaTime;
transform.position = _position;
// transform.forward = dir;
}
if (_parent.edgeWrapping)
Wrapping();
}
private Vector2 SteerTowards(Vector2 vector) {
Vector2 v = vector.normalized * _parent.maxSpeed - _velocity;
return Vector2.ClampMagnitude(v, _parent.maxSteerForce);
}
private void Wrapping() {
if (!_parent.Space.Contains(_position)) {
// Activate Wrap, Move
Vector2 newPosition = transform.position;
Vector3 viewportPosition = _parent.Cam.WorldToViewportPoint(newPosition);
if (!_isWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
newPosition.x = -newPosition.x;
_isWrappingX = true;
UpdateCenteringVelocity();
}
if (!_isWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) {
newPosition.y = -newPosition.y;
_isWrappingY = true;
UpdateCenteringVelocity();
}
transform.position = newPosition;
_position = newPosition;
}
else {
// Within the rectangle again
_isWrappingX = false;
_isWrappingY = false;
}
}
// When Wrapping, this Velocity directs the Boid to the center of the Rectangle
private void UpdateCenteringVelocity() {
_centeringVelocity = Util.RotateBy(new Vector2(_parent.maxSpeed, _parent.maxSpeed),
Vector2.Angle(_position, _parent.Space.center));
_centeringVelocity = Util.MaxVelocity(_parent.Space.center - _position, _parent.maxSpeed / 2.0f);
}
// Cohesion: Steer towards center of mass of flock
private Vector2 Rule1(List<Boid> flock) {
Vector2 center = Vector2.zero;
foreach (Boid boid in flock)
center += boid._position;
center /= _parent.boids.Count;
return (center - this._position) / 100.0f;
}
// Separation: Steer to avoid other Boids within flock
private Vector2 Rule2(List<Boid> flock) {
Vector2 c = Vector2.zero;
foreach (Boid boid in flock) {
Vector2 diff = boid._position - this._position;
if (diff.sqrMagnitude < _parent.boidSeparationRange * _parent.boidSeparationRange)
c -= diff;
}
return c;
}
// Alignment: Steer to align with the average heading of the flock
private Vector2 Rule3(List<Boid> flock) {
if (flock.Count == 0)
return Vector2.zero;
Vector2 perceived = Vector2.zero;
foreach (Boid boid in flock)
perceived += boid._velocity;
perceived /= flock.Count;
return (perceived - _velocity) / 8.0f;
}
// Asks Boids to stay within the Boundaries set
private Vector2 RuleBound() {
Vector2 vector = Vector2.zero;
// Boundary X Force
if (_position.x < _parent.Boundary.xMin)
vector.x = _parent.boundaryForce *
Mathf.InverseLerp(_parent.Boundary.xMin, _parent.Space.xMin, _position.x);
else if (_position.x > _parent.Boundary.xMax)
vector.x = -_parent.boundaryForce *
Mathf.InverseLerp(_parent.Boundary.xMax, _parent.Space.xMax, _position.x);
// Boundary Y Force
if (_position.y < _parent.Boundary.yMin)
vector.y = _parent.boundaryForce *
Mathf.InverseLerp(_parent.Boundary.yMin, _parent.Space.yMin, _position.y);
else if (_position.y > _parent.Boundary.yMax)
vector.y = -_parent.boundaryForce *
Mathf.InverseLerp(_parent.Boundary.yMax, _parent.Space.yMax, _position.y);
return vector;
}
// 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) {
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;
}
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 ({transform.name})");
return;
}
_isFocused = true;
// Update Mesh Material Color
var triangle = transform.GetComponent<Triangle>();
triangle.meshRenderer.material.color = Color.red;
// Draw all focus related elements
Draw(false);
}
// Disable focusing, removing LineRenderers and resetting color
public void DisableFocusing() {
_isFocused = false;
// Update Mesh Material Color
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);
}
/// <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);
child.transform.SetParent(transform);
child.transform.position = transform.position;
return child.AddComponent<LineRenderer>();
}
public void Draw(bool redraw) {
if (redraw)
foreach (Transform child in transform)
Destroy(child.gameObject);
// Add a LineRenderer for Radius Drawing
DrawCircle(_parent.boidSeparationRange, "Separation Range Circle");
DrawCircle(_parent.boidGroupRange, "Group Range Circle");
// Draw FOV Line
DrawArcCentered(_parent.boidGroupRange, Util.Vector2ToAngle(_velocity),
_parent.boidFOV, "FOV Arc");
}
}