mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-09 00:06:26 -06:00
127 lines
4.5 KiB
C#
127 lines
4.5 KiB
C#
using System;
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using System.Collections.Generic;
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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] public Vector2 position = Vector2.zero;
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[NonSerialized] public Vector2 velocity;
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[NonSerialized] public bool IsWrappingX = false;
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[NonSerialized] public bool IsWrappingY = false;
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private BoidController parent;
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void Start() {
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parent = transform.parent.GetComponent<BoidController>();
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// Acquire a Velocity Vector with a magnitude
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velocity = GetRandomVelocity(parent.boidStartVelocity);
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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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// Acquires all Boids within the local flock
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// List<Boid> flock = GetFlock(parent.boids, parent.boidGroupRange);
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List<Boid> flock = 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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}
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// Update 2D and 3D transform positions based on current velocity
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position += velocity;
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transform.position = new Vector3(position.x, position.y, 0);
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// If either dimension of wrapping is still unlocked, check wrapping code.
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if(!IsWrappingX || !IsWrappingY)
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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;
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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;
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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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List<Boid> flock = new List<Boid>();
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foreach (Boid boid in boids)
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if (boid != this && Vector2.Distance(this.position, boid.position) <= radius)
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flock.Add(boid);
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return flock;
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}
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} |