mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-11 06:06:38 -06:00
93 lines
3.0 KiB
C#
93 lines
3.0 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Analytics;
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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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public Vector2 velocity;
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[NonSerialized] public Renderer[] renderers;
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[NonSerialized] public bool IsWrappingX = false;
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[NonSerialized] public bool IsWrappingY = false;
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void Start() {
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velocity = new Vector2(0.03f * Random.value < 0.5 ? 1 : -1, 0.03f * Random.value < 0.5 ? 1 : -1);
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renderers = GetComponents<Renderer>();
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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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}
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public Vector2 NextPosition(List<Boid> boids, float[] magnitudes) {
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if (IsWrappingX || IsWrappingY)
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return position + velocity;
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// Acquires all
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List<Boid> flock = GetFlock(boids, 20);
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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) * magnitudes[0];
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Vector2 r2 = Rule2(flock) * magnitudes[1];
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Vector2 r3 = Rule3(flock) * magnitudes[2];
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velocity += r1 + r2 + r3;
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}
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LimitVelocity();
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return position + velocity;
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}
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void LimitVelocity() {
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if (velocity.magnitude > 2f) {
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velocity = (velocity / velocity.magnitude) * 2f;
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}
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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 /= flock.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 < 5)
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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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} |