Initial commit of ongoing work

This commit is contained in:
Alex Stewart
2024-10-28 19:48:45 -07:00
parent 63aed8ab7c
commit 8a3b2a0206
40 changed files with 3448 additions and 0 deletions
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BoidComponent : MonoBehaviour
{
private float centerInfluence;
private float boidInfluence = 0.5f;
private float speed = 50;
private float corneringSpeed = 0.001f;
private Vector3 closestCenter;
[SerializeField] public float visionConeAngle;
[SerializeField] public float movementConeAngle;
List <Collider> collisions;
// Start is called before the first frame update
void Start()
{
collisions = new List<Collider>();
}
void FixedUpdate()
{
Move();
//Debug.DrawLine(transform.position, transform.forward + transform.position);
}
public void setCenterInfluence(float centerInfluence)
{
this.centerInfluence = centerInfluence;
}
public void setSpeed(float boidSpeed)
{
speed = boidSpeed;
}
public void setCorneringSpeed(float corneringSpeed)
{
this.corneringSpeed = corneringSpeed;
}
private void OnTriggerEnter(Collider collision)
{
}
private void OnTriggerStay(Collider collision)
{
if (!collisions.Contains(collision))
{
collisions.Add(collision);
}
}
private void OnTriggerExit(Collider collision)
{
collisions.Remove(collision);
}
public void Move()
{
Vector3 targetDir = -(calcCloseBoidInteractionsV3() * boidInfluence);
//Debug.Log(targetDir);
if(!targetDir.Equals(transform.forward))
{
targetDir += calcCenterInfluenceV3(closestCenter) * centerInfluence;
}
else
{
targetDir = calcCenterInfluenceV3(closestCenter) * centerInfluence;
}
Quaternion directionRotation = Quaternion.LookRotation(-targetDir);
transform.rotation = Quaternion.Slerp(transform.rotation, directionRotation, corneringSpeed);
transform.position += transform.forward * (1/(101 - speed));
}
private Vector3 calcCloseBoidInteractionsV3()
{
Vector3 desiredDirectionToLook = Vector3.zero;
float centerX = 0;
float centerY = 0;
float centerZ = 0;
int boidCounter = 0;
foreach (Collider collision in collisions)
{
GameObject obstacle = collision.gameObject;
if(obstacle.tag == "boid")
{
centerX += obstacle.transform.position.x;
centerY += obstacle.transform.position.y;
centerZ += obstacle.transform.position.z;
boidCounter++;
}
//Debug.Log("DIST: " + Vector3.Distance(transform.position, collision.transform.position));
float dist = Vector3.Distance(transform.position, collision.transform.position);
if (dist > 0)
{
//Find angle between objects
Vector3 targetDir = obstacle.transform.position - transform.position;
float angleBetweenObjects = Vector3.Angle(targetDir, transform.forward);
if (angleBetweenObjects < visionConeAngle)
{
//align
if(obstacle.layer == 0 && obstacle.tag == "boid")
{
desiredDirectionToLook += (obstacle.transform.forward);
}
//Find angle between forward vectors
/*Vector3 contact = obstacle.transform.forward;
float angleBetweenForwards = Vector3.Dot(transform.forward, contact);
if (angleBetweenForwards != 0)
{
angleBetweenForwards = Mathf.Rad2Deg * Mathf.Acos(angleBetweenObjects / (transform.forward.magnitude * contact.magnitude));
}*/
if (collision.gameObject.layer == 0 && angleBetweenObjects < 180 - movementConeAngle)
{
//Debug.Log(dist);
//avoid
/*
Vector3 avoid = new Vector3();
avoid.x = targetDir.x * (1 / dist);
avoid.y = targetDir.y * (1 / dist);
avoid.z = targetDir.z * (1 / dist);
Debug.DrawLine(transform.position, -targetDir);
*/
Vector3 avoid = (-targetDir.normalized * 5) / (dist);
desiredDirectionToLook += avoid;
Debug.DrawLine(transform.position, transform.position + avoid);
Debug.Log(avoid.magnitude);
}
}
}
}
if(boidCounter > 0)
{
centerX /= boidCounter;
centerY /= boidCounter;
centerZ /= boidCounter;
closestCenter = new Vector3(centerX, centerY, centerZ);
}
if(desiredDirectionToLook.Equals(Vector3.zero))
{
return transform.forward;
}
return desiredDirectionToLook.normalized;
}
private Quaternion calcCloseBoidInteractions()
{
Quaternion rotation = Quaternion.identity;
foreach (Collider collision in collisions)
{
//Find angle between objects
Vector3 targetDir = collision.gameObject.transform.position - transform.position;
float angleBetweenObjects = Vector3.Angle(targetDir, transform.forward);
if (angleBetweenObjects < 180 - visionConeAngle)
{
//Debug.Log(angleBetweenObjects);
//Find angle between forward vectors
Vector3 contact = collision.gameObject.transform.forward;
float angleBetweenForwards = Vector3.Dot(transform.forward, contact);
if (angleBetweenForwards != 0)
{
angleBetweenForwards = Mathf.Rad2Deg * Mathf.Acos(angleBetweenObjects / (transform.forward.magnitude * contact.magnitude));
}
//align
Quaternion temp = Quaternion.LookRotation((collision.gameObject.transform.forward)/2);
//Debug.Log("T: " + collision.gameObject.transform.forward + " B: " + transform.forward);
rotation *= Quaternion.Slerp(transform.rotation, temp, boidInfluence);
if(collision.gameObject.layer == 0 && angleBetweenObjects < 180 - movementConeAngle)
{
//Debug.Log(angleBetweenObjects);
}
}
}
if(rotation.Equals(Quaternion.identity))
{
return transform.rotation;
}
return rotation;
}
private Vector3 calcCenterInfluenceV3(Vector3 center)
{
Debug.DrawLine(transform.position, center);
return (transform.position - center).normalized;
}
private Quaternion calcCenterInfluence(Vector3 center)
{
Vector3 newDirection = (transform.position - center).normalized;
Quaternion directionRotation = Quaternion.LookRotation(newDirection);
return Quaternion.Slerp(transform.rotation, directionRotation, centerInfluence);
//return -(newDirection * centerInfluence);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BoidManager : MonoBehaviour
{
[SerializeField] public BoidComponent boidTemplate;
[SerializeField] public int boidNum;
[SerializeField] [Range(0.0001f, 1)] public float boidCenterInfluence = 0.5f;
[SerializeField][Range(0.0001f, 1)] public float boidBoidInfluence = 0.5f;
[SerializeField][Range(1, 100)] public float boidSpeed = 1;
[SerializeField][Range(0.0001f, 0.1f)] public float boidCorneringSpeed = 0.5f;
private float setSpeed;
private float setCenterInfluence;
private float setBoidInfluence;
private float setCornering;
private List<BoidComponent> boids = new List<BoidComponent>();
public Vector3 center;
// Start is called before the first frame update
void Start()
{
setSpeed = boidSpeed;
setCornering = boidCorneringSpeed;
setCenterInfluence = boidCenterInfluence;
setBoidInfluence = boidBoidInfluence;
for(int i = 0; i < boidNum; i++)
{
BoidComponent tempBoid = BoidComponent.Instantiate(boidTemplate);
tempBoid.setCenterInfluence(boidCenterInfluence);
tempBoid.setSpeed(boidSpeed);
tempBoid.transform.position = new Vector3(
Random.Range(0f, 100f), Random.Range(0f, 100f), Random.Range(0f, 100f));
boids.Add(tempBoid);
}
}
// Update is called once per frame
void Update()
{
if(boidSpeed != setSpeed || boidCenterInfluence != setCenterInfluence ||
boidBoidInfluence != setBoidInfluence || boidCorneringSpeed != setCornering)
{
foreach (BoidComponent boid in boids)
{
boid.setSpeed(boidSpeed);
boid.setCenterInfluence(boidCenterInfluence);
boid.setCorneringSpeed(boidCorneringSpeed);
}
setSpeed = boidSpeed;
setCenterInfluence = boidCenterInfluence;
setCornering = boidCorneringSpeed;
}
}
private void FixedUpdate()
{
foreach (BoidComponent boid in boids)
{
boid.Move();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraTracking : MonoBehaviour
{
[SerializeField] GameObject tracked;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.position = tracked.transform.position;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VisionCone : MonoBehaviour
{
[SerializeField] float size = 100.5f;
[SerializeField] bool renderMesh = false;
private Vector3 contact;
// Start is called before the first frame update
void Start()
{
setConditions();
this.transform.position = GetComponentInParent<Transform>().position;
}
// Update is called once per frame
void Update()
{
}
void setConditions()
{
transform.localScale = new Vector3(size, size, size);
GetComponent<Renderer>().enabled = renderMesh;
}
void OnTriggerEnter(Collider collider)
{
Debug.Log("Here");
contact = collider.ClosestPoint(transform.position);
}
public Vector3 getCollision()
{
return contact;
}
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