Finalizing tweaks to various settings and influence factors
This commit is contained in:
@@ -1,52 +1,54 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
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 float avoidInfluence;
|
||||
private float alignInfluence;
|
||||
private float speed;
|
||||
private float corneringSpeed;
|
||||
private Vector3 closestCenter;
|
||||
[SerializeField] public float visionConeAngle;
|
||||
[SerializeField] public float movementConeAngle;
|
||||
List <Collider> collisions;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
|
||||
void Awake()
|
||||
{
|
||||
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 setAvoidInfluence(float avoidInfluence)
|
||||
{
|
||||
this.avoidInfluence = avoidInfluence;
|
||||
}
|
||||
|
||||
public void setAlignInfluence(float alignInfluence)
|
||||
{
|
||||
this.alignInfluence = alignInfluence;
|
||||
}
|
||||
|
||||
public void setSpeed(float boidSpeed)
|
||||
{
|
||||
speed = boidSpeed;
|
||||
}
|
||||
|
||||
public void setVisionConeAngle(float visionConeAngle)
|
||||
{
|
||||
this.visionConeAngle = visionConeAngle;
|
||||
}
|
||||
|
||||
public void setCorneringSpeed(float corneringSpeed)
|
||||
{
|
||||
this.corneringSpeed = corneringSpeed;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider collision)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void OnTriggerStay(Collider collision)
|
||||
{
|
||||
if (!collisions.Contains(collision))
|
||||
@@ -62,7 +64,7 @@ public class BoidComponent : MonoBehaviour
|
||||
|
||||
public void Move()
|
||||
{
|
||||
Vector3 targetDir = -(calcCloseBoidInteractionsV3() * boidInfluence);
|
||||
Vector3 targetDir = -(calcCloseBoidInteractionsV3());
|
||||
|
||||
//Debug.Log(targetDir);
|
||||
if(!targetDir.Equals(transform.forward))
|
||||
@@ -74,11 +76,13 @@ public class BoidComponent : MonoBehaviour
|
||||
targetDir = calcCenterInfluenceV3(closestCenter) * centerInfluence;
|
||||
}
|
||||
|
||||
Debug.DrawLine(transform.position, transform.position + targetDir, Color.magenta);
|
||||
|
||||
Quaternion directionRotation = Quaternion.LookRotation(-targetDir);
|
||||
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, directionRotation, corneringSpeed * Time.deltaTime);
|
||||
|
||||
transform.position += transform.forward * (1/(101 - speed * Time.deltaTime));
|
||||
transform.position += transform.forward * (speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
private Vector3 calcCloseBoidInteractionsV3()
|
||||
@@ -114,9 +118,11 @@ public class BoidComponent : MonoBehaviour
|
||||
if (angleBetweenObjects < visionConeAngle)
|
||||
{
|
||||
//align
|
||||
if(obstacle.layer == 0 && obstacle.tag == "boid")
|
||||
if(obstacle.layer == 0 )
|
||||
{
|
||||
desiredDirectionToLook += (obstacle.transform.forward);
|
||||
//Debug.Log("HERE");
|
||||
desiredDirectionToLook += (obstacle.transform.forward * alignInfluence);
|
||||
Debug.DrawLine(transform.position, transform.position + obstacle.transform.forward, Color.green);
|
||||
}
|
||||
|
||||
//Find angle between forward vectors
|
||||
@@ -128,23 +134,24 @@ public class BoidComponent : MonoBehaviour
|
||||
angleBetweenForwards = Mathf.Rad2Deg * Mathf.Acos(angleBetweenObjects / (transform.forward.magnitude * contact.magnitude));
|
||||
}*/
|
||||
|
||||
if (collision.gameObject.layer == 0 && angleBetweenObjects < movementConeAngle)
|
||||
if (collision.gameObject.layer == 0 && angleBetweenObjects < 180 - movementConeAngle)
|
||||
{
|
||||
//Debug.Log(dist);
|
||||
//Debug.Log(angleBetweenObjects);
|
||||
//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);
|
||||
*/
|
||||
|
||||
//Debug.DrawLine(transform.position, -targetDir);
|
||||
|
||||
|
||||
Vector3 avoid = (-targetDir.normalized * 5) / (dist);
|
||||
|
||||
desiredDirectionToLook += avoid;
|
||||
//Debug.DrawLine(transform.position, transform.position + avoid);
|
||||
desiredDirectionToLook += (avoid * Mathf.Pow(avoidInfluence, 3));
|
||||
Debug.DrawLine(transform.position, transform.position + (avoid * Mathf.Pow(avoidInfluence, 3)), Color.blue);
|
||||
//Debug.Log(avoid.magnitude);
|
||||
}
|
||||
}
|
||||
@@ -168,66 +175,11 @@ public class BoidComponent : MonoBehaviour
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user