Initial commit of ongoing work
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BoidComponent : MonoBehaviour
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{
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private float centerInfluence;
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private float boidInfluence = 0.5f;
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private float speed = 50;
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private float corneringSpeed = 0.001f;
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private Vector3 closestCenter;
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[SerializeField] public float visionConeAngle;
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[SerializeField] public float movementConeAngle;
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List <Collider> collisions;
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// Start is called before the first frame update
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void Start()
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{
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collisions = new List<Collider>();
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}
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void FixedUpdate()
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{
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Move();
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//Debug.DrawLine(transform.position, transform.forward + transform.position);
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}
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public void setCenterInfluence(float centerInfluence)
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{
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this.centerInfluence = centerInfluence;
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}
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public void setSpeed(float boidSpeed)
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{
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speed = boidSpeed;
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}
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public void setCorneringSpeed(float corneringSpeed)
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{
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this.corneringSpeed = corneringSpeed;
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}
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private void OnTriggerEnter(Collider collision)
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{
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}
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private void OnTriggerStay(Collider collision)
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{
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if (!collisions.Contains(collision))
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{
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collisions.Add(collision);
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}
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}
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private void OnTriggerExit(Collider collision)
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{
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collisions.Remove(collision);
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}
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public void Move()
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{
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Vector3 targetDir = -(calcCloseBoidInteractionsV3() * boidInfluence);
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//Debug.Log(targetDir);
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if(!targetDir.Equals(transform.forward))
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{
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targetDir += calcCenterInfluenceV3(closestCenter) * centerInfluence;
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}
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else
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{
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targetDir = calcCenterInfluenceV3(closestCenter) * centerInfluence;
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}
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Quaternion directionRotation = Quaternion.LookRotation(-targetDir);
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transform.rotation = Quaternion.Slerp(transform.rotation, directionRotation, corneringSpeed);
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transform.position += transform.forward * (1/(101 - speed));
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}
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private Vector3 calcCloseBoidInteractionsV3()
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{
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Vector3 desiredDirectionToLook = Vector3.zero;
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float centerX = 0;
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float centerY = 0;
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float centerZ = 0;
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int boidCounter = 0;
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foreach (Collider collision in collisions)
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{
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GameObject obstacle = collision.gameObject;
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if(obstacle.tag == "boid")
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{
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centerX += obstacle.transform.position.x;
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centerY += obstacle.transform.position.y;
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centerZ += obstacle.transform.position.z;
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boidCounter++;
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}
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//Debug.Log("DIST: " + Vector3.Distance(transform.position, collision.transform.position));
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float dist = Vector3.Distance(transform.position, collision.transform.position);
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if (dist > 0)
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{
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//Find angle between objects
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Vector3 targetDir = obstacle.transform.position - transform.position;
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float angleBetweenObjects = Vector3.Angle(targetDir, transform.forward);
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if (angleBetweenObjects < visionConeAngle)
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{
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//align
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if(obstacle.layer == 0 && obstacle.tag == "boid")
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{
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desiredDirectionToLook += (obstacle.transform.forward);
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}
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//Find angle between forward vectors
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/*Vector3 contact = obstacle.transform.forward;
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float angleBetweenForwards = Vector3.Dot(transform.forward, contact);
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if (angleBetweenForwards != 0)
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{
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angleBetweenForwards = Mathf.Rad2Deg * Mathf.Acos(angleBetweenObjects / (transform.forward.magnitude * contact.magnitude));
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}*/
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if (collision.gameObject.layer == 0 && angleBetweenObjects < 180 - movementConeAngle)
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{
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//Debug.Log(dist);
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//avoid
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/*
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Vector3 avoid = new Vector3();
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avoid.x = targetDir.x * (1 / dist);
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avoid.y = targetDir.y * (1 / dist);
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avoid.z = targetDir.z * (1 / dist);
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Debug.DrawLine(transform.position, -targetDir);
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*/
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Vector3 avoid = (-targetDir.normalized * 5) / (dist);
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desiredDirectionToLook += avoid;
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Debug.DrawLine(transform.position, transform.position + avoid);
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Debug.Log(avoid.magnitude);
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}
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}
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}
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}
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if(boidCounter > 0)
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{
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centerX /= boidCounter;
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centerY /= boidCounter;
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centerZ /= boidCounter;
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closestCenter = new Vector3(centerX, centerY, centerZ);
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}
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if(desiredDirectionToLook.Equals(Vector3.zero))
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{
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return transform.forward;
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}
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return desiredDirectionToLook.normalized;
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}
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private Quaternion calcCloseBoidInteractions()
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{
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Quaternion rotation = Quaternion.identity;
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foreach (Collider collision in collisions)
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{
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//Find angle between objects
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Vector3 targetDir = collision.gameObject.transform.position - transform.position;
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float angleBetweenObjects = Vector3.Angle(targetDir, transform.forward);
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if (angleBetweenObjects < 180 - visionConeAngle)
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{
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//Debug.Log(angleBetweenObjects);
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//Find angle between forward vectors
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Vector3 contact = collision.gameObject.transform.forward;
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float angleBetweenForwards = Vector3.Dot(transform.forward, contact);
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if (angleBetweenForwards != 0)
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{
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angleBetweenForwards = Mathf.Rad2Deg * Mathf.Acos(angleBetweenObjects / (transform.forward.magnitude * contact.magnitude));
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}
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//align
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Quaternion temp = Quaternion.LookRotation((collision.gameObject.transform.forward)/2);
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//Debug.Log("T: " + collision.gameObject.transform.forward + " B: " + transform.forward);
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rotation *= Quaternion.Slerp(transform.rotation, temp, boidInfluence);
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if(collision.gameObject.layer == 0 && angleBetweenObjects < 180 - movementConeAngle)
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{
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//Debug.Log(angleBetweenObjects);
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}
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}
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}
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if(rotation.Equals(Quaternion.identity))
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{
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return transform.rotation;
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}
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return rotation;
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}
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private Vector3 calcCenterInfluenceV3(Vector3 center)
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{
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Debug.DrawLine(transform.position, center);
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return (transform.position - center).normalized;
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}
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private Quaternion calcCenterInfluence(Vector3 center)
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{
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Vector3 newDirection = (transform.position - center).normalized;
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Quaternion directionRotation = Quaternion.LookRotation(newDirection);
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return Quaternion.Slerp(transform.rotation, directionRotation, centerInfluence);
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//return -(newDirection * centerInfluence);
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}
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}
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