Files
Boids/Assets/Scripts/BoidComponent.cs
T
2024-10-28 19:59:35 -07:00

234 lines
7.3 KiB
C#

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 * Time.deltaTime);
transform.position += transform.forward * (1/(101 - speed * Time.deltaTime));
}
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 < 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);
}
}