mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-09 02:06:32 -06:00
132 lines
5.0 KiB
C#
132 lines
5.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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using UnityEditor;
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using UnityEngine;
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using Random = UnityEngine.Random;
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// Boids are represented by a moving, rotating triangle.
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// Boids should communicate with sibling Boids
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public class Boid : MonoBehaviour {
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[NonSerialized] private Vector2 _position = Vector2.zero;
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[NonSerialized] private Vector2 _velocity;
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[NonSerialized] private bool _isWrappingX = false;
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[NonSerialized] private bool _isWrappingY = false;
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[NonSerialized] private Renderer[] _renderers;
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private BoidController _parent;
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void Start() {
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_parent = transform.parent.GetComponent<BoidController>(); // Parent used to perform physics math without caching
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_renderers = transform.GetComponents<Renderer>(); // Acquire Renderer(s) to check for Boid visibility
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_velocity = GetRandomVelocity(_parent.boidStartVelocity); // Acquire a Velocity Vector with a magnitude
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_position = transform.position; // Track 2D position separately
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transform.name = $"Boid {transform.GetSiblingIndex()}"; // Name the Game Object so Boids can be tracked somewhat
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}
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void OnDrawGizmos() {
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Handles.color = _isWrappingX || _isWrappingY ? Color.red : Color.white;
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Vector3 viewportPosition = _parent.cam.WorldToViewportPoint(transform.position);
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Handles.Label(transform.position, $"{(Vector2) viewportPosition} {(_isWrappingX ? "Y" : "N")} {(_isWrappingY ? "Y" : "N")}");
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}
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void Update() {
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// Updates the rotation of the object based on the Velocity
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transform.rotation = Quaternion.Euler(0, 0, Mathf.Rad2Deg * -Mathf.Atan2(_velocity.x, _velocity.y));
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// Skip Flock Calculations if wrapping in progress
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if (_isWrappingX || _isWrappingY) {
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_position += _velocity;
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transform.position = _position;
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}
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List<Boid> flock = _parent.localFlocks ? GetFlock(_parent.boids, _parent.boidGroupRange) : _parent.boids;
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if (flock.Count > 0) {
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// Calculate all offsets and multiple by magnitudes given
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Vector2 r1 = Rule1(flock) * _parent.cohesionBias;
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Vector2 r2 = Rule2(flock) * _parent.separationBias;
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Vector2 r3 = Rule3(flock) * _parent.alignmentBias;
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_velocity += r1 + r2 + r3;
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}
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// Limit the Velocity Vector to a certain Magnitude
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if (_velocity.magnitude > _parent.boidVelocityLimit) {
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_velocity = (_velocity / _velocity.magnitude) * _parent.boidVelocityLimit;
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}
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_position += _velocity;
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transform.position = new Vector3(_position.x, _position.y, 0);
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Wrapping();
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}
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void Wrapping() {
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if (!_parent.Space.Contains(_position)) {
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// Activate Wrap, Move
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Vector2 newPosition = transform.position;
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Vector3 viewportPosition = _parent.cam.WorldToViewportPoint(newPosition);
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if (!_isWrappingX && (viewportPosition.x > 1 || viewportPosition.x < 0)) {
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newPosition.x = -newPosition.x;
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_isWrappingX = true;
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}
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if (!_isWrappingY && (viewportPosition.y > 1 || viewportPosition.y < 0)) {
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newPosition.y = -newPosition.y;
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_isWrappingY = true;
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}
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transform.position = newPosition;
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_position = newPosition;
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}
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else {
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// Within the rectangle again
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_isWrappingX = false;
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_isWrappingY = false;
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}
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}
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Vector2 GetRandomVelocity(float magnitude) {
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Vector2 vector = new Vector2(magnitude, magnitude);
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return Util.RotateBy(vector, Random.Range(0, 180));
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}
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// Cohesion: Steer towards center of mass of flock
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Vector2 Rule1(List<Boid> flock) {
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Vector2 center = Vector2.zero;
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foreach (Boid boid in flock)
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center += boid._position;
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center /= _parent.boids.Count;
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return (center - this._position) / 100.0f;
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}
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// Separation: Steer to avoid other Boids within flock
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Vector2 Rule2(List<Boid> flock) {
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Vector2 c = Vector2.zero;
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foreach (Boid boid in flock) {
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Vector2 diff = boid._position - this._position;
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if (diff.magnitude < _parent.separationRange)
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c -= diff;
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}
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return c;
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}
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// Alignment: Steer to align with the average heading of the flock
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Vector3 Rule3(List<Boid> flock) {
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if (flock.Count == 0)
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return Vector2.zero;
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Vector2 perceived = Vector2.zero;
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foreach (Boid boid in flock)
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perceived += boid._velocity;
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perceived /= flock.Count;
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return (perceived - _velocity) / 8.0f;
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}
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// Returns a list of boids within a certain radius of the Boid, representing it's local 'flock'
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List<Boid> GetFlock(List<Boid> boids, float radius) {
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return boids.Where(boid => boid != this && Vector2.Distance(this._position, boid._position) <= radius).ToList();
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}
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} |