Using velocity receptor
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@ -374,9 +374,10 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::SwarmControl
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speed: 1
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inertia: 0.8
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alignmentForce: 9
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inertia: 0.7
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alignmentForce: 0
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cohesionForce: 4
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separationForce: -5
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avoidanceForce: 5
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separationDistance: 0.3
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perceptionDistance: 2
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84
Assets/Scenes/Boids/Materials/Red.mat
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84
Assets/Scenes/Boids/Materials/Red.mat
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@ -0,0 +1,84 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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m_Name: Red
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8
Assets/Scenes/Boids/Materials/Red.mat.meta
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8
Assets/Scenes/Boids/Materials/Red.mat.meta
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@ -0,0 +1,8 @@
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@ -165,6 +165,8 @@ MonoBehaviour:
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acceleration: {x: 0, y: 0, z: 0}
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nanoBrain: {fileID: 0}
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id: 0
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red: {fileID: 2100000, guid: 2a7557e54580b6a8b976f12aa6cc761c, type: 2}
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gray: {fileID: 2100000, guid: a79ccc131cb43254cb8575d1cedb537e, type: 2}
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--- !u!114 &85370558829139006
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -5,6 +5,7 @@ using UnityEngine;
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public class Boid : MonoBehaviour {
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public static int BoundaryType = 1;
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public static int BoidType = 2;
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public static int BoidVelocityType =3;
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public SwarmControl sc;
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public Vector3 velocity = Vector3.zero;
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@ -15,15 +16,20 @@ public class Boid : MonoBehaviour {
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public NanoBrainComponent nanoBrain;
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public Receptor boundaryReceptor;
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public Receptor boidReceptor;
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public Receptor boidVelocityReceptor;
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public int id;
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public Material red;
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public Material gray;
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void Awake() {
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this.id = this.GetInstanceID();
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nanoBrain = GetComponent<NanoBrainComponent>();
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boundaryReceptor = Perceptoid.GetReceptor(nanoBrain.brain, BoundaryType);
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boidReceptor = Perceptoid.GetReceptor(nanoBrain.brain, BoidType);
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boidVelocityReceptor = Perceptoid.GetReceptor(nanoBrain.brain, BoidVelocityType);
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sc = FindFirstObjectByType<SwarmControl>();
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@ -39,11 +45,14 @@ public class Boid : MonoBehaviour {
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continue;
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Vector3 localPosition = this.transform.InverseTransformPoint(neighbour.transform.position);
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localPosition = localPosition.normalized * (localPosition.magnitude - sc.separationDistance);
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//localPosition = localPosition.normalized * (localPosition.magnitude - sc.separationDistance);
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//Debug.DrawRay(this.transform.position, this.transform.TransformDirection(localPosition), Color.magenta);
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Vector3 localVelocity = this.transform.InverseTransformVector(neighbour.velocity);
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int thingId = neighbour.GetInstanceID();
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boidReceptor?.ProcessStimulus(thingId, localPosition);
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boidVelocityReceptor?.ProcessStimulus(thingId, localVelocity);
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}
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}
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@ -55,6 +64,7 @@ public class Boid : MonoBehaviour {
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boundaryReceptor.ProcessStimulus(777, desiredLocalSpace);
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}
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Vector3 worldForce = this.transform.TransformDirection(nanoBrain.root.outputValue.ToVector3());
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this.velocity = (1 - sc.inertia) * (worldForce * Time.deltaTime) + sc.inertia * velocity;
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@ -72,6 +82,19 @@ public class Boid : MonoBehaviour {
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}
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nanoBrain.brain.UpdateNuclei();
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Renderer renderer = GetComponentInChildren<Renderer>();
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results = Physics.OverlapSphere(this.transform.position, 0.1f);
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if (results.Length > 1) {
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// string s= this.name;
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// foreach (Collider c in results)
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// s += " " + c.transform.parent.gameObject.name;
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// Debug.Log(s);
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renderer.sharedMaterial = red;
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}
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else {
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renderer.sharedMaterial = gray;
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}
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}
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}
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@ -15,7 +15,7 @@ public class SwarmControl_Editor : Editor {
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foreach (NanoBrainObj brain in nanoBrains) {
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UpdateWeight(brain, "Avoidance", swarmControl.avoidanceForce);
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UpdateWeight(brain, "Cohesion", swarmControl.cohesionForce);
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//UpdateWeight(brain, "Separation", swarmControl.separationDistance);
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UpdateWeight(brain, "Separation", swarmControl.separationForce);
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UpdateWeight(brain, "Alignment", swarmControl.alignmentForce);
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}
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Debug.Log("Updated weights");
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@ -8,6 +8,7 @@ public class SwarmControl : MonoBehaviour
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public float inertia = 0.1f;
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public float alignmentForce = 0.0f;
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public float cohesionForce = 10.0f;
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public float separationForce = 5.0f;
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public float avoidanceForce = 5.0f;
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public float separationDistance = 0.5f;
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// public float bodyForce = 20;
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