134 lines
5.0 KiB
C#
134 lines
5.0 KiB
C#
using UnityEngine;
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public class Boid : MonoBehaviour
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{
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public float speed = 0.2f;
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public int neighbourCount = 0;
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public float inertia = 0.2f;
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public float alignmentForce = 1.0f;
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public float cohesionForce = 1.0f;
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public float separationForce = 1.0f;
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public float separationDistance = 0.5f;
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public float bodyForce = 1;
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public SwarmControl sc;
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public Vector3 velocity = Vector3.zero;
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public Vector3 acceleration = Vector3.zero;
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private Bounds bounds;
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readonly Collider[] results = new Collider[10];
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public NeuroidNetwork neuroidNet = new();
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public Neuroid bodyVector;
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public Neuroid cohesion;
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public Neuroid alignment;
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public Neuroid separation;
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public Neuroid target;
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public Neuroid boundary;
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public Neuroid totalForce;
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public int id;
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void Awake()
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{
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this.id = this.GetInstanceID();
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sc = FindFirstObjectByType<SwarmControl>();
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bounds = new(sc.transform.position, sc.spaceSize - 2 * sc.boundaryWidth);
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cohesion = new(neuroidNet) { name = "Cohesion", mode = Neuroid.Mode.Sum };
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alignment = new(neuroidNet) { name = "Alignment", mode = Neuroid.Mode.Average };
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separation = new(neuroidNet) { name = "Separation", mode = Neuroid.Mode.Sum };
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target = new(neuroidNet) { name = "Target", mode = Neuroid.Mode.Sum };
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boundary = new(neuroidNet) { name = "Boundary", mode = Neuroid.Mode.Sum };
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totalForce = new(neuroidNet) { name = "Total force", mode = Neuroid.Mode.Sum };
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totalForce.GetInputFrom(alignment, sc.alignmentForce);
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totalForce.GetInputFrom(cohesion, sc.cohesionForce);
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totalForce.GetInputFrom(separation, sc.separationForce);
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totalForce.GetInputFrom(target, sc.bodyForce);
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totalForce.GetInputFrom(boundary, sc.boundaryForce);
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}
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void Update()
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{
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Physics.OverlapSphereNonAlloc(this.transform.position, 10, results);
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neighbourCount = 0;
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cohesion.ResetWeights();
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alignment.ResetWeights();
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separation.ResetWeights();
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foreach (Collider c in results)
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{
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if (c == null)
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continue;
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if (c as CapsuleCollider != null)
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{
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Boid neighbour = c.GetComponentInParent<Boid>();
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if (neighbour == null || neighbour == this)
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continue;
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Vector3 localPosition = neighbour.transform.position - this.transform.position;
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Vector3 relativeVelocity = neighbour.velocity - this.velocity;
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int id = neighbour.GetInstanceID();
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Vector3 separationForce = -localPosition / localPosition.sqrMagnitude;
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// which is equivalent to -(localPosition.normalized / localPosition.magnitude)
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separation.SetInput(id, separationForce, sc.separationDistance);
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cohesion.SetInput(id, localPosition, sc.cohesionForce);
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alignment.SetInput(id, relativeVelocity, sc.alignmentForce);
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neighbourCount++;
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}
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}
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//Vector3 spaceLocalPosition = sc.transform.InverseTransformPoint(this.transform.position);
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if (!bounds.Contains(this.transform.position))
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{
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Vector3 point = this.transform.position;
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// Vector3 distanceOutside = Vector3.Max(bounds.min - this.transform.position, this.transform.position - bounds.max);
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// // Ensure value is > 0 (but isn't this already)
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// Vector3 outside = distanceOutside; // Vector3.Max(Vector3.zero, distanceOutside);
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Vector3 below = bounds.min - point; // positive where point < min
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Vector3 above = point - bounds.max; // positive where point > max
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// outside distances per axis (0 if inside on that axis)
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Vector3 outside = Vector3.Max(Vector3.zero, Vector3.Max(below, above));
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Vector3 dir = Vector3.zero;
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dir.x = (below.x > 0f) ? 1f : ((above.x > 0f) ? -1f : 0f);
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dir.y = (below.y > 0f) ? 1f : ((above.y > 0f) ? -1f : 0f);
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dir.z = (below.z > 0f) ? 1f : ((above.z > 0f) ? -1f : 0f);
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outside = Vector3.Scale(outside, dir);
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boundary.SetInput(id, outside, sc.boundaryForce);
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Debug.Log($"boundary {this.transform.position} {outside} force = {outside * sc.boundaryForce}");
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}
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Vector3 totalForceVector = totalForce.outputValue;
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//Debug.DrawRay(this.transform.position, totalForceVector, Color.magenta);
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this.velocity = (1 - sc.inertia) * (totalForceVector * Time.deltaTime) + sc.inertia * velocity + (sc.speed * transform.forward);
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//this.velocity = Vector3.ClampMagnitude(this.velocity, sc.speed);
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this.transform.position += this.velocity * Time.deltaTime;
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if (this.velocity != Vector3.zero)
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{
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Quaternion targetRotation = Quaternion.LookRotation(this.velocity);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 2f); // Adjust the speed of rotation
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}
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}
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}
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