2025-12-03 18:02:25 +01:00

85 lines
3.0 KiB
C#

using UnityEngine;
[RequireComponent(typeof(NanoBrain))]
public class Boid : MonoBehaviour {
public static int BoundaryType = 1;
public static int BoidType = 2;
public SwarmControl sc;
public Vector3 velocity = Vector3.zero;
public Vector3 acceleration = Vector3.zero;
private Bounds innerBounds;
public NanoBrain neuroidNet;
public Perception perception;
public Nucleus behaviour;
public Neuroid totalForce;
public int id;
void Awake() {
neuroidNet = GetComponent<NanoBrain>();
this.id = this.GetInstanceID();
sc = FindFirstObjectByType<SwarmControl>();
innerBounds = new(sc.transform.position, sc.spaceSize - 2 * sc.boundaryWidth);
perception = new Perception(neuroidNet);
//behaviour = new Roaming(neuroidNet, perception, sc);
behaviour = new Swarming(neuroidNet, perception, sc);
totalForce = new(neuroidNet, "Total");
behaviour.AddReceiver(totalForce);
}
void Update() {
Collider[] results = Physics.OverlapSphere(this.transform.position, sc.perceptionDistance);
foreach (Collider c in results) {
if (c as CapsuleCollider != null) {
Boid neighbour = c.GetComponentInParent<Boid>();
if (neighbour == null || neighbour == this)
continue;
Vector3 localPosition = this.transform.InverseTransformPoint(neighbour.transform.position);
//Debug.DrawRay(this.transform.position, this.transform.TransformDirection(localPosition), Color.magenta);
int thingId = neighbour.GetInstanceID();
perception.ProcessStimulus(thingId, BoidType, localPosition, neighbour.gameObject.name);
}
}
if (!innerBounds.Contains(this.transform.position)) {
Vector3 point = this.transform.position;
Vector3 pointOnBounds = innerBounds.ClosestPoint(point);
Vector3 desiredWorldSpace = (pointOnBounds - point).normalized * sc.speed;
Vector3 desiredLocalSpace = -this.transform.InverseTransformPoint(desiredWorldSpace);
perception.ProcessStimulus(777, BoundaryType, desiredLocalSpace, "Boundary");
}
Vector3 worldForce = this.transform.TransformDirection(behaviour.outputValue);
this.velocity = (1 - sc.inertia) * (worldForce * Time.deltaTime) + sc.inertia * velocity;
if (this.velocity.magnitude > 0)
this.velocity = this.velocity.normalized * sc.speed;
else
this.velocity = this.transform.forward * sc.speed;
Debug.DrawRay(this.transform.position, this.velocity, Color.blue);
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
}
neuroidNet.UpdateNeurons();
}
}