using UnityEngine; public class Boid : MonoBehaviour { public float speed = 0.2f; public int neighbourCount = 0; public float inertia = 0.2f; public float alignmentForce = 1.0f; public float cohesionForce = 1.0f; public float separationForce = 1.0f; public float separationDistance = 0.5f; public float bodyForce = 1; public bool debug = false; public SwarmControl sc; public Vector3 velocity = Vector3.zero; public Vector3 acceleration = Vector3.zero; private Bounds bounds; readonly Collider[] results = new Collider[10]; //public SensoryNeuroid[] neighbourSensor = new SensoryNeuroid[6]; public Perception perception; public NeuroidNetwork neuroidNet = new(); public Neuroid bodyVector; public Neuroid cohesion; public Neuroid alignment; public Neuroid separation; // public Neuroid target; public Neuroid boundary; public Neuroid totalForce; public int id; void Awake() { this.id = this.GetInstanceID(); sc = FindFirstObjectByType(); bounds = new(sc.transform.position, sc.spaceSize - 2 * sc.boundaryWidth); perception = new Perception(neuroidNet); cohesion = new(neuroidNet, "Cohesion"); perception.SendPositions(cohesion); alignment = new(neuroidNet, "Alignment") { average = true }; perception.SendVelocities(alignment); separation = new(neuroidNet, "Separation") { inverse = true, exponent = 2 }; perception.SendPositions(separation, sc.separationForce); boundary = new(neuroidNet, "Boundary"); totalForce = new(neuroidNet, "Total"); totalForce.GetInputFrom(alignment, sc.alignmentForce); totalForce.GetInputFrom(cohesion, sc.cohesionForce); totalForce.GetInputFrom(separation, -sc.separationForce); totalForce.GetInputFrom(boundary, sc.boundaryForce); } void Update() { Physics.OverlapSphereNonAlloc(this.transform.position, sc.perceptionDistance, results); foreach (Collider c in results) { if (c == null) continue; if (c as CapsuleCollider != null) { Boid neighbour = c.GetComponentInParent(); if (neighbour == null || neighbour == this) continue; Vector3 localPosition = neighbour.transform.position - this.transform.position; if (debug) Debug.Log($" distance {localPosition.magnitude}"); int thingId = neighbour.GetInstanceID(); perception.ProcessStimulus(thingId, localPosition); } } // if (!bounds.Contains(this.transform.position)) { // Vector3 point = this.transform.position; // // Vector3 distanceOutside = Vector3.Max(bounds.min - this.transform.position, this.transform.position - bounds.max); // // // Ensure value is > 0 (but isn't this already) // // Vector3 outside = distanceOutside; // Vector3.Max(Vector3.zero, distanceOutside); // Vector3 below = bounds.min - point; // positive where point < min // Vector3 above = point - bounds.max; // positive where point > max // // outside distances per axis (0 if inside on that axis) // Vector3 outside = Vector3.Max(Vector3.zero, Vector3.Max(below, above)); // float magnitude = outside.magnitude; // Vector3 direction = (sc.transform.position - this.transform.position).normalized; // outside = direction * magnitude; // boundary.SetInput(id, outside, sc.boundaryForce, neuroidNet); // // Debug.Log($"boundary {this.transform.position} {outside} force = {outside * sc.boundaryForce}"); // } Vector3 totalForceVector = totalForce.outputValue; //Debug.DrawRay(this.transform.position, totalForceVector, Color.magenta); if (this.debug) { Debug.Log($"Cohesion {cohesion.outputValue.magnitude} separation {separation.outputValue.magnitude} alignment {alignment.outputValue.magnitude}"); } this.velocity = (1 - sc.inertia) * (totalForceVector * Time.deltaTime) + sc.inertia * velocity + (sc.speed * transform.forward); //this.velocity = Vector3.ClampMagnitude(this.velocity, sc.speed); this.transform.position += this.velocity * Time.deltaTime; if (this.velocity != Vector3.zero) { Quaternion targetRotation = Quaternion.LookRotation(this.velocity); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 2f); // Adjust the speed of rotation } //Debug.Log($"neighbours: {neighbourCount} synapses: {cohesion.synapses.Count}"); neuroidNet.Update(); } void OnDrawGizmosSelected() { Gizmos.DrawWireSphere(transform.position, sc.perceptionDistance); } }