WIP: Added boundary

This commit is contained in:
Pascal Serrarens 2025-11-25 14:28:08 +01:00
parent ad410fd193
commit 6ded599bb8
13 changed files with 3295 additions and 3056 deletions

7
.gitignore vendored
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@ -3,4 +3,9 @@ Library
Assets/Settings
Logs
Temp
UserSettings
UserSettings
Assets/DefaultVolumeProfile.asset
Assets/DefaultVolumeProfile.asset.meta
Assets/UniversalRenderPipelineGlobalSettings.asset
Assets/UniversalRenderPipelineGlobalSettings.asset.meta
NanoBrain-Unity.slnx

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@ -1,7 +1,8 @@
using UnityEngine;
public class Boid : MonoBehaviour {
public class Boid : MonoBehaviour
{
public float speed = 0.2f;
public int neighbourCount = 0;
public float inertia = 0.2f;
@ -15,6 +16,8 @@ public class Boid : MonoBehaviour {
public Vector3 velocity = Vector3.zero;
public Vector3 acceleration = Vector3.zero;
private Bounds bounds;
readonly Collider[] results = new Collider[10];
public NeuroidNetwork neuroidNet = new();
@ -23,20 +26,25 @@ public class Boid : MonoBehaviour {
public Neuroid alignment;
public Neuroid separation;
public Neuroid target;
public Neuroid boundary;
public Neuroid totalForce;
public int id;
void Awake() {
void Awake()
{
this.id = this.GetInstanceID();
sc = FindFirstObjectByType<SwarmControl>();
bounds = new(sc.transform.position, sc.spaceSize - 2 * sc.boundaryWidth);
cohesion = new(neuroidNet) { name = "Cohesion", mode = Neuroid.Mode.Sum };
alignment = new(neuroidNet) { name = "Alignment", mode = Neuroid.Mode.Average };
separation = new(neuroidNet) { name = "Separation", mode = Neuroid.Mode.Sum };
target = new(neuroidNet) { name = "Target", mode = Neuroid.Mode.Sum };
boundary = new(neuroidNet) { name = "Boundary", mode = Neuroid.Mode.Sum };
totalForce = new(neuroidNet) { name = "Total force", mode = Neuroid.Mode.Sum };
@ -44,9 +52,11 @@ public class Boid : MonoBehaviour {
totalForce.GetInputFrom(cohesion, sc.cohesionForce);
totalForce.GetInputFrom(separation, sc.separationForce);
totalForce.GetInputFrom(target, sc.bodyForce);
totalForce.GetInputFrom(boundary, sc.boundaryForce);
}
void Update() {
void Update()
{
Physics.OverlapSphereNonAlloc(this.transform.position, 10, results);
neighbourCount = 0;
@ -54,27 +64,55 @@ public class Boid : MonoBehaviour {
alignment.ResetWeights();
separation.ResetWeights();
foreach (Collider c in results) {
if (c == null || c as CapsuleCollider == null)
foreach (Collider c in results)
{
if (c == null)
continue;
Boid neighbour = c.GetComponentInParent<Boid>();
if (neighbour == null || neighbour == this)
continue;
if (c as CapsuleCollider != null)
{
Boid neighbour = c.GetComponentInParent<Boid>();
if (neighbour == null || neighbour == this)
continue;
Vector3 localPosition = neighbour.transform.position - this.transform.position;
Vector3 relativeVelocity = neighbour.velocity - this.velocity;
Vector3 localPosition = neighbour.transform.position - this.transform.position;
Vector3 relativeVelocity = neighbour.velocity - this.velocity;
int id = neighbour.GetInstanceID();
int id = neighbour.GetInstanceID();
Vector3 separationForce = -localPosition / localPosition.sqrMagnitude;
// which is equivalent to -(localPosition.normalized / localPosition.magnitude)
Vector3 separationForce = -localPosition / localPosition.sqrMagnitude;
// which is equivalent to -(localPosition.normalized / localPosition.magnitude)
separation.SetInput(id, separationForce, sc.separationDistance);
cohesion.SetInput(id, localPosition);
alignment.SetInput(id, relativeVelocity);
separation.SetInput(id, separationForce, sc.separationDistance);
cohesion.SetInput(id, localPosition, sc.cohesionForce);
alignment.SetInput(id, relativeVelocity, sc.alignmentForce);
neighbourCount++;
neighbourCount++;
}
}
//Vector3 spaceLocalPosition = sc.transform.InverseTransformPoint(this.transform.position);
if (!bounds.Contains(this.transform.position))
{
Vector3 point = this.transform.position;
// Vector3 distanceOutside = Vector3.Max(bounds.min - this.transform.position, this.transform.position - bounds.max);
// // Ensure value is > 0 (but isn't this already)
// Vector3 outside = distanceOutside; // Vector3.Max(Vector3.zero, distanceOutside);
Vector3 below = bounds.min - point; // positive where point < min
Vector3 above = point - bounds.max; // positive where point > max
// outside distances per axis (0 if inside on that axis)
Vector3 outside = Vector3.Max(Vector3.zero, Vector3.Max(below, above));
Vector3 dir = Vector3.zero;
dir.x = (below.x > 0f) ? 1f : ((above.x > 0f) ? -1f : 0f);
dir.y = (below.y > 0f) ? 1f : ((above.y > 0f) ? -1f : 0f);
dir.z = (below.z > 0f) ? 1f : ((above.z > 0f) ? -1f : 0f);
outside = Vector3.Scale(outside, dir);
boundary.SetInput(id, outside, sc.boundaryForce);
Debug.Log($"boundary {this.transform.position} {outside} force = {outside * sc.boundaryForce}");
}
Vector3 totalForceVector = totalForce.outputValue;
@ -85,7 +123,8 @@ public class Boid : MonoBehaviour {
this.transform.position += this.velocity * Time.deltaTime;
if (this.velocity != Vector3.zero) {
if (this.velocity != Vector3.zero)
{
Quaternion targetRotation = Quaternion.LookRotation(this.velocity);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 2f); // Adjust the speed of rotation
}

View File

@ -11,4 +11,8 @@ public class SwarmControl : MonoBehaviour
public float separationForce = 5.0f;
public float separationDistance = 0.5f;
public float bodyForce = 20;
public float boundaryForce = 2.0f;
public Vector3 spaceSize = new (10, 10, 10);
public Vector3 boundaryWidth = Vector3.one * 1.0f;
}

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