Files
Boids/Assets/Boid.cs

132 lines
5.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using UnityEditor;
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;
private BoidController _parent;
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 = 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
}
void OnDrawGizmos() {
Handles.color = _isWrappingX || _isWrappingY ? Color.red : Color.white;
Vector3 viewportPosition = _parent.cam.WorldToViewportPoint(transform.position);
Handles.Label(transform.position, $"{(Vector2) viewportPosition} {(_isWrappingX ? "Y" : "N")} {(_isWrappingY ? "Y" : "N")}");
}
void Update() {
// Updates the rotation of the object based on the Velocity
transform.rotation = Quaternion.Euler(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(_velocity.x, _velocity.y));
// Skip Flock Calculations if wrapping in progress
if (_isWrappingX || _isWrappingY) {
_position += _velocity;
transform.position = _position;
}
List<Boid> flock = _parent.localFlocks ? GetFlock(_parent.boids, _parent.boidGroupRange) : _parent.boids;
if (flock.Count > 0) {
// Calculate all offsets and multiple by magnitudes given
Vector2 r1 = Rule1(flock) * _parent.cohesionBias;
Vector2 r2 = Rule2(flock) * _parent.separationBias;
Vector2 r3 = Rule3(flock) * _parent.alignmentBias;
_velocity += r1 + r2 + r3;
}
// Limit the Velocity Vector to a certain Magnitude
if (_velocity.magnitude > _parent.boidVelocityLimit) {
_velocity = (_velocity / _velocity.magnitude) * _parent.boidVelocityLimit;
}
_position += _velocity;
transform.position = new Vector3(_position.x, _position.y, 0);
Wrapping();
}
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;
}
if (!_isWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) {
newPosition.y = -newPosition.y;
_isWrappingY = true;
}
transform.position = newPosition;
_position = newPosition;
}
else {
// Within the rectangle again
_isWrappingX = false;
_isWrappingY = false;
}
}
Vector2 GetRandomVelocity(float magnitude) {
Vector2 vector = new Vector2(magnitude, magnitude);
return Util.RotateBy(vector, Random.Range(0, 180));
}
// Cohesion: Steer towards center of mass of flock
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
Vector2 Rule2(List<Boid> flock) {
Vector2 c = Vector2.zero;
foreach (Boid boid in flock) {
Vector2 diff = boid._position - this._position;
if (diff.magnitude < _parent.separationRange)
c -= diff;
}
return c;
}
// Alignment: Steer to align with the average heading of the flock
Vector3 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;
}
// Returns a list of boids within a certain radius of the Boid, representing it's local 'flock'
List<Boid> GetFlock(List<Boid> boids, float radius) {
return boids.Where(boid => boid != this && Vector2.Distance(this._position, boid._position) <= radius).ToList();
}
}