Using velocity receptor

This commit is contained in:
Pascal Serrarens 2026-01-05 17:04:49 +01:00
parent cb8c9dbb7c
commit 61bdc36e84
7 changed files with 123 additions and 4 deletions

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@ -374,9 +374,10 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::SwarmControl
speed: 1
inertia: 0.8
alignmentForce: 9
inertia: 0.7
alignmentForce: 0
cohesionForce: 4
separationForce: -5
avoidanceForce: 5
separationDistance: 0.3
perceptionDistance: 2

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@ -165,6 +165,8 @@ MonoBehaviour:
acceleration: {x: 0, y: 0, z: 0}
nanoBrain: {fileID: 0}
id: 0
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@ -5,6 +5,7 @@ using UnityEngine;
public class Boid : MonoBehaviour {
public static int BoundaryType = 1;
public static int BoidType = 2;
public static int BoidVelocityType =3;
public SwarmControl sc;
public Vector3 velocity = Vector3.zero;
@ -15,15 +16,20 @@ public class Boid : MonoBehaviour {
public NanoBrainComponent nanoBrain;
public Receptor boundaryReceptor;
public Receptor boidReceptor;
public Receptor boidVelocityReceptor;
public int id;
public Material red;
public Material gray;
void Awake() {
this.id = this.GetInstanceID();
nanoBrain = GetComponent<NanoBrainComponent>();
boundaryReceptor = Perceptoid.GetReceptor(nanoBrain.brain, BoundaryType);
boidReceptor = Perceptoid.GetReceptor(nanoBrain.brain, BoidType);
boidVelocityReceptor = Perceptoid.GetReceptor(nanoBrain.brain, BoidVelocityType);
sc = FindFirstObjectByType<SwarmControl>();
@ -39,11 +45,14 @@ public class Boid : MonoBehaviour {
continue;
Vector3 localPosition = this.transform.InverseTransformPoint(neighbour.transform.position);
localPosition = localPosition.normalized * (localPosition.magnitude - sc.separationDistance);
//localPosition = localPosition.normalized * (localPosition.magnitude - sc.separationDistance);
//Debug.DrawRay(this.transform.position, this.transform.TransformDirection(localPosition), Color.magenta);
Vector3 localVelocity = this.transform.InverseTransformVector(neighbour.velocity);
int thingId = neighbour.GetInstanceID();
boidReceptor?.ProcessStimulus(thingId, localPosition);
boidVelocityReceptor?.ProcessStimulus(thingId, localVelocity);
}
}
@ -55,6 +64,7 @@ public class Boid : MonoBehaviour {
boundaryReceptor.ProcessStimulus(777, desiredLocalSpace);
}
Vector3 worldForce = this.transform.TransformDirection(nanoBrain.root.outputValue.ToVector3());
this.velocity = (1 - sc.inertia) * (worldForce * Time.deltaTime) + sc.inertia * velocity;
@ -72,6 +82,19 @@ public class Boid : MonoBehaviour {
}
nanoBrain.brain.UpdateNuclei();
Renderer renderer = GetComponentInChildren<Renderer>();
results = Physics.OverlapSphere(this.transform.position, 0.1f);
if (results.Length > 1) {
// string s= this.name;
// foreach (Collider c in results)
// s += " " + c.transform.parent.gameObject.name;
// Debug.Log(s);
renderer.sharedMaterial = red;
}
else {
renderer.sharedMaterial = gray;
}
}
}

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@ -15,7 +15,7 @@ public class SwarmControl_Editor : Editor {
foreach (NanoBrainObj brain in nanoBrains) {
UpdateWeight(brain, "Avoidance", swarmControl.avoidanceForce);
UpdateWeight(brain, "Cohesion", swarmControl.cohesionForce);
//UpdateWeight(brain, "Separation", swarmControl.separationDistance);
UpdateWeight(brain, "Separation", swarmControl.separationForce);
UpdateWeight(brain, "Alignment", swarmControl.alignmentForce);
}
Debug.Log("Updated weights");

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@ -8,6 +8,7 @@ public class SwarmControl : MonoBehaviour
public float inertia = 0.1f;
public float alignmentForce = 0.0f;
public float cohesionForce = 10.0f;
public float separationForce = 5.0f;
public float avoidanceForce = 5.0f;
public float separationDistance = 0.5f;
// public float bodyForce = 20;