diff --git a/Documentation.meta b/Documentation.meta new file mode 100644 index 0000000..47df66c --- /dev/null +++ b/Documentation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c2c74f5b3b38f630c9211ae171b6c481 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Documentation/Ant2.md b/Documentation/Ant2.md new file mode 100644 index 0000000..90be602 --- /dev/null +++ b/Documentation/Ant2.md @@ -0,0 +1,14 @@ +Lorum ipsum + +Heading level 1 +=============== + +Lorum ipsum + +Heading Level 2 +--------------- + +Lorum ipsum + +here is a an image: +![Passer Logo](images/PasserLifeLogoRight1_300.png) \ No newline at end of file diff --git a/Documentation/Ant2.md.meta b/Documentation/Ant2.md.meta new file mode 100644 index 0000000..fe53eae --- /dev/null +++ b/Documentation/Ant2.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e216f4e0f4902417980c167612b0e0c1 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Documentation/GettingStarted.md b/Documentation/GettingStarted.md new file mode 100644 index 0000000..f94617e --- /dev/null +++ b/Documentation/GettingStarted.md @@ -0,0 +1,2 @@ +/// \page GettingStarted Getttting Started +Getting starttted \ No newline at end of file diff --git a/Documentation/GettingStarted.md.meta b/Documentation/GettingStarted.md.meta new file mode 100644 index 0000000..4da78ea --- /dev/null +++ b/Documentation/GettingStarted.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 02f2904aebc8f9475b2ab67bc25205f8 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Documentation/Installation.md b/Documentation/Installation.md new file mode 100644 index 0000000..210c5dc --- /dev/null +++ b/Documentation/Installation.md @@ -0,0 +1,9 @@ +/// \page Installation Installation + +You can import the NanoBrain Ant package in Unity directly with the Package Manager git package importer. + +See Unity: [Installing from a Git URL](https://docs.unity3d.com/Manual/upm-ui-giturl.html) + +Use the link from 'Clone with HTTP' (for example: https://git.passer.life/CreatureControl/Ant.git) In this way you can always retrieve the latest version by pressing the Update button in the Package Manager. + +Optionally, you can use a tag to retrieve a specific version. For example: https://git.passer.life/CreatureControl/Ant.git#0.1.0. This will give you a stable version which does not change. Updating can be done by retrieving the package with a link to a new release. \ No newline at end of file diff --git a/Documentation/Installation.md.meta b/Documentation/Installation.md.meta new file mode 100644 index 0000000..853edc0 --- /dev/null +++ b/Documentation/Installation.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c97243ffb6244df0d9470dd96c86f8fc +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/README.md b/README.md index c0eb862..4b15254 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,6 @@ -# Ant - +# %NanoBrain Ant + +Table of Contents +----------------- +- [Installation](\ref Installation) +- [Getting started](\ref GettingStarted) \ No newline at end of file diff --git a/Runtime/Scripts/Ant.cs b/Runtime/Scripts/Ant.cs index 5bf6784..6c9f875 100644 --- a/Runtime/Scripts/Ant.cs +++ b/Runtime/Scripts/Ant.cs @@ -1,13 +1,28 @@ +using System.Collections; using System.Collections.Generic; using UnityEngine; using NanoBrain; namespace Passer.CreatureControl { + /// + /// Simulated ant using a NanoBrain + /// [RequireComponent(typeof(Brain))] public class Ant : Insect { + /// + /// inertia controls how quickly the ant can change it direction + /// private readonly float inertia = 0.2f; + /// + /// The maximum distance at which the ant can smell things + /// + /// The strength of the smell decreases with the inverse square law + /// to zero at this distance private readonly float smellRadius = 0.2f; + /// + /// The angle to the left and right within the ant can smell things + /// private readonly float smellAngle = 80.0f; public GameObject homePheromonePrefab; @@ -18,16 +33,25 @@ namespace Passer.CreatureControl { public Brain nanoBrain; // brain output + public Neuron targetDirection; public Neuron hasFood; + // brain input + + /// + /// The (heart) beat for the brain + /// + /// It is used by the brain to do things periodically + /// like placing pheromones + public Nucleus beat; + public Nucleus pheromoneSteering; public Nucleus hitLeft; public Nucleus hitRight; - public Nucleus beat; public Receptor foodReceptor; public Receptor homeReceptor; - public Vector3 linearVelocity; + public Vector3 linearVelocity = Vector3.forward; public Vector3 angularVelocity; #region Init @@ -49,30 +73,37 @@ namespace Passer.CreatureControl { Cluster brain = this.nanoBrain.brain; if (brain != null) { - // brain outputs - this.pheromoneSteering = brain.GetNucleus("Pheromone Steering"); + //--- brain inputs - if (brain.GetNucleus("Home Pheromones") is Neuron homePheromones) - homePheromones.WhenFiring += PlaceHomePheromone; - if (brain.GetNucleus("Food Pheromones") is Neuron foodPheromones) - foodPheromones.WhenFiring += PlaceFoodPheromone; - - this.hasFood = brain.GetNucleus("Having Food") as Neuron; - // brain inputs this.beat = brain.GetNucleus("Beat"); this.hitLeft = brain.GetNucleus("Hit Left"); this.hitRight = brain.GetNucleus("Hit Right"); this.foodReceptor = brain.GetNucleus("Food Receptor") as Receptor; this.homeReceptor = brain.GetNucleus("Home Receptor") as Receptor; + this.pheromoneSteering = brain.GetNucleus("Pheromone Steering"); + + //--- brain outputs + this.targetDirection = brain.defaultOutput; + + // Try to find the Home Pheromones Neuron + if (brain.GetNucleus("Home Pheromones") is Neuron homePheromones) + // and call PlaceHomePheromone when it is firing + homePheromones.WhenFiring += PlaceHomePheromone; + // Try to find the Food Pheromones Neuron + if (brain.GetNucleus("Food Pheromones") is Neuron foodPheromones) + // and call PlaceFoodPheromone when it is firing + foodPheromones.WhenFiring += PlaceFoodPheromone; + + this.hasFood = brain.GetNucleus("Having Food") as Neuron; } - this.linearVelocity = Vector3.forward; - + // Initialize the callbacks for the antenna colliders if (touchLeft != null) touchLeft.touched += OnAntennaTouchLeft; if (touchRight != null) touchRight.touched += OnAntennaTouchRight; + StartCoroutine(Beat()); } #endregion Start @@ -88,86 +119,56 @@ namespace Passer.CreatureControl { pheromoneObj.transform.position = this.model.position; } - // Update is called once per frame public override void Update() { base.Update(); - UpdateBeat(); UpdateSmell(); - - if (this.nanoBrain == null || this.nanoBrain.brain == null || this.animator == null) - return; - - Vector3 localForce = nanoBrain.brain.defaultOutput.outputValue; - //Vector3 localForce = this.transform.InverseTransformDirection(worldForce); - - this.linearVelocity = (1 - inertia) * (Time.deltaTime * localForce.normalized) + inertia * this.linearVelocity; - this.linearVelocity = this.linearVelocity.normalized; // * this.forwardSpeed; - - //this.animator.SetFloat("Forward", this.forwardSpeed); //this.linearVelocity.z * this.forwardSpeed); - float forwardParam = Mathf.Clamp01(this.linearVelocity.z); // / this.forwardSpeed); - float angleDeg = 0; - if (this.linearVelocity.magnitude > 1e-5f) - angleDeg = Mathf.Atan2(this.linearVelocity.x, this.linearVelocity.z) * Mathf.Rad2Deg; - - // base turn in -1..1 - float baseTurn = Mathf.Clamp(angleDeg / 45, -1f, 1f); - float turnParam = baseTurn; // * Mathf.Max(0.6f, 1 - forwardParam); - - // Rotate towards the movement direction - // if (this.linearVelocity != Vector3.zero) { - // Quaternion targetRotation = Quaternion.LookRotation(this.linearVelocity); - // Quaternion worldRotation = transform.rotation * targetRotation; - // Quaternion deltaRotation = worldRotation * Quaternion.Inverse(transform.rotation); - - // Vector3 eulerAngleChange = deltaRotation.eulerAngles; - // // Normalize the Euler angles to avoid unexpected jumps due to 360-degree rotations - // eulerAngleChange = new Vector3( - // LinearAlgebra.Angles.Normalize(eulerAngleChange.x), - // LinearAlgebra.Angles.Normalize(eulerAngleChange.y), - // LinearAlgebra.Angles.Normalize(eulerAngleChange.z) - // ); - - // float rotSpeed = (eulerAngleChange.y / 45) * this.rotationSpeed; - // this.animator.SetFloat("Rotate", rotSpeed); - // Debug.Log($"fw {this.forwardSpeed} ang {rotSpeed}"); - // } - - // Smooth against current animator values - // float curF = animator.GetFloat("Forward"); - // float curT = animator.GetFloat("Turn"); - // forwardParam = Mathf.Lerp(curF, forwardParam, 1f - Mathf.Exp(-10 * Time.deltaTime)); - // turnParam = Mathf.Lerp(curT, turnParam, 1f - Mathf.Exp(-10 * Time.deltaTime)); - - - this.animator.SetFloat("Forward", forwardParam); - this.animator.SetFloat("Rotate", turnParam); + UpdateMovement(); } public virtual void FixedUpdate() { CheckGrounded(); } - public float beatInterval = 3; - float lastBeatTime = 0; - void UpdateBeat() { - if (lastBeatTime == 0) { - ulong delay = (ulong)(Random.value * beatInterval); - lastBeatTime = Time.time - delay; - } - if (Time.time - lastBeatTime >= beatInterval) { - lastBeatTime = Time.time; - beat?.SetBias(Vector3.one); //, 0); + protected void UpdateMovement() { + if (this.targetDirection == null || this.animator == null) + return; + Vector3 movementDir = this.targetDirection.outputValue; + this.linearVelocity = + (1 - this.inertia) * (Time.deltaTime * movementDir.normalized) + + this.inertia * this.linearVelocity; + this.linearVelocity = this.linearVelocity.normalized; + + float forwardParam = this.linearVelocity.z; + + float angleRad = this.linearVelocity.sqrMagnitude > 1e-10f ? + Mathf.Atan2(this.linearVelocity.x, this.linearVelocity.z) : + 0; + // map -20..20 degrees to -1..1 + float rotateParam = Mathf.Clamp(angleRad * 3, -1f, 1f); + + this.animator.SetFloat("Forward", forwardParam); + this.animator.SetFloat("Rotate", rotateParam); + } + + private static readonly WaitForSeconds _waitForSeconds3 = new(3); + IEnumerator Beat() { + while (Application.isPlaying) { + // Beat signal to the brain + beat?.SetBias(Vector3.one); + + // Set random direction to simulate noisy smells perception + // which will result in a bit of random walking when no clear + // smells are received float randomAngle = Random.Range(-smellAngle, smellAngle); - Vector3 randomDirection = Quaternion.AngleAxis(randomAngle, Vector3.up) * Vector3.forward * 1.01f; - pheromoneSteering?.SetBias(randomDirection); //, 0, "random"); + Vector3 randomDirection = Quaternion.AngleAxis(randomAngle, Vector3.up) * Vector3.forward; + pheromoneSteering?.SetBias(randomDirection); + yield return _waitForSeconds3; } } void UpdateSmell() { - // To generate random basic movement, we add a small with a random direction with low intensity - Collider[] colliders = Physics.OverlapSphere(this.transform.position, smellRadius); foreach (Collider collider in colliders) { SmellPheromones(collider); @@ -199,7 +200,6 @@ namespace Passer.CreatureControl { } //Debug.DrawLine(this.transform.position, pheromone.transform.position, Color.magenta); } - } void SmellFood(Collider thing) { diff --git a/Runtime/Scripts/Odorant.cs b/Runtime/Scripts/Odorant.cs index 7e4b8f3..3008e0d 100644 --- a/Runtime/Scripts/Odorant.cs +++ b/Runtime/Scripts/Odorant.cs @@ -6,7 +6,10 @@ namespace Passer.CreatureControl { public float strength = 1; public float StrengthAt(float distance) { - float intensity = this.strength * (1 / distance); + if (distance <= 0) + return this.strength; + + float intensity = this.strength / (4.0f * Mathf.PI * distance * distance); return intensity; } } diff --git a/Samples/Animation/AntAnimator.controller b/Samples/Animation/AntAnimator.controller index 1c64d3e..47a6742 100644 --- a/Samples/Animation/AntAnimator.controller +++ b/Samples/Animation/AntAnimator.controller @@ -28,7 +28,7 @@ BlendTree: m_Motion: {fileID: 7400000, guid: ab82ff68e62ea3b1c8e6523f8d46c142, type: 2} m_Threshold: 0.19200002 m_Position: {x: -1, y: 0} - m_TimeScale: 2 + m_TimeScale: 5 m_CycleOffset: 0 m_DirectBlendParameter: Forward m_Mirror: 0 @@ -36,7 +36,7 @@ BlendTree: m_Motion: {fileID: 7400000, guid: 91229db5e929c379bbfd5bf417848488, type: 2} m_Threshold: 0.28800002 m_Position: {x: 1, y: 0} - m_TimeScale: 2 + m_TimeScale: 1 m_CycleOffset: 0 m_DirectBlendParameter: Forward m_Mirror: 0 diff --git a/Samples/Foraging.unity b/Samples/Foraging.unity index 6082a7c..1d4b56b 100644 --- a/Samples/Foraging.unity +++ b/Samples/Foraging.unity @@ -1218,7 +1218,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 2147483647 - 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