Beispiel #1
0
        public static SteeringOutput GetSteering(KinematicState ownKS, GameObject repulsor, float scareRadius = 40f, float fleeWeight = 0.2f, string idTag = "BOID",
                                                 float cohesionThreshold = 40f, float repulsionThreshold = 10f,
                                                 float wanderRate        = 10f)
        {
            SteeringOutput fleeOutput;

            if ((ownKS.position - repulsor.transform.position).magnitude <= scareRadius)
            {
                fleeOutput = Flee.GetSteering(ownKS, repulsor);
            }
            else
            {
                fleeOutput = NULL_STEERING;
            }

            SteeringOutput result = Flocking.GetSteering(ownKS, idTag, cohesionThreshold, repulsionThreshold, wanderRate);

            // beware, Flocking may return NULL_STEERING. In that case, just apply flee
            if (result == NULL_STEERING)
            {
                return(fleeOutput);
            }

            result.linearAcceleration  = result.linearAcceleration * (1 - fleeWeight) + fleeOutput.linearAcceleration * fleeWeight;
            result.angularAcceleration = result.angularAcceleration * (1 - fleeWeight) + fleeOutput.angularAcceleration * fleeWeight;

            return(result);
        }
Beispiel #2
0
        private static KinematicState surrogateKS;          // kinematic state for surrogate target

        public override SteeringOutput GetSteering()
        {
            // no KS? get it
            if (this.ownKS == null)
            {
                this.ownKS = GetComponent <KinematicState>();
            }

            return(Flocking.GetSteering(this.ownKS, idTag, cohesionThreshold, repulsionThreshold, wanderRate));
        }
Beispiel #3
0
        /* other weight configurations:
         * - 0.1 0.3 0.2 0.4
         * - 0.1 0.25 0.25 0.4
         * - 0.2 0.4 0.3 0.1
         *
         * Generally a low vm is enough.
         * Generally rp must be higher than co and the rest, otherwise boids touch each other
         *
         */

        public override SteeringOutput GetSteering()
        {
            // no KS? get it
            if (this.ownKS == null)
            {
                this.ownKS = GetComponent <KinematicState>();
            }

            SteeringOutput result = Flocking.GetSteering(this.ownKS, idTag, cohesionThreshold, repulsionThreshold, wanderRate, vmWeight, rpWeight, coWeight, wdWeight);

            base.applyRotationalPolicy(rotationalPolicy, result, null);
            return(result);
        }
        public static SteeringOutput GetSteering(KinematicState ownKS,
                                                 string idTag, float cohesionsThreshold, float repulsionThreshold, float wanderRate,
                                                 bool showWhishker, float lookAheadLength, float avoidDistance, float secondaryWhiskerAngle, float secondaryWhiskerRatio)
        {
            // give priority to obstacle avoidance
            SteeringOutput so = ObstacleAvoidance.GetSteering(ownKS, showWhishker, lookAheadLength,
                                                              avoidDistance, secondaryWhiskerAngle, secondaryWhiskerRatio);

            if (so == null)
            {
                return(Flocking.GetSteering(ownKS, idTag, cohesionsThreshold, repulsionThreshold, wanderRate));
            }

            return(so);
        }
        public static SteeringOutput GetSteering(KinematicState ownKs, string idTag, float cohesionThreshold, float repulsionThreshold,
                                                 float wanderRate, float vmWeight, float rpWeight, float coWeight, float wdWeight,
                                                 GameObject target, float distance, float angle,
                                                 float kpWeight)
        {
            SteeringOutput fl = Flocking.GetSteering(ownKs, idTag, cohesionThreshold, repulsionThreshold,
                                                     wanderRate, vmWeight, rpWeight, coWeight, wdWeight);
            SteeringOutput kp = KeepPosition.GetSteering(ownKs, target, distance, angle);

            if (kp == NULL_STEERING)
            {
                return(fl);
            }

            fl.linearAcceleration = fl.linearAcceleration * (1 - kpWeight) + kp.linearAcceleration * kpWeight;
            // fl.linearAcceleration = fl.linearAcceleration.normalized * ownKs.maxAcceleration;

            return(fl);
        }
Beispiel #6
0
        public static SteeringOutput GetSteering(KinematicState ownKS, GameObject attractor, float seekWeight = 0.2f, string idTag = "BOID",
                                                 float cohesionThreshold = 40f, float repulsionThreshold = 10f,
                                                 float wanderRate        = 10f,
                                                 float vmWeight          = 0.08f, float rpWeight = 0.46f, float coWeight = 0.23f, float wdWeight = 023f)
        {
            SteeringOutput seekOutput = Seek.GetSteering(ownKS, attractor);
            SteeringOutput result     = Flocking.GetSteering(ownKS, idTag, cohesionThreshold, repulsionThreshold, wanderRate);

            // beware, Flocking may return NULL_STEERING. In that case, just apply seek
            if (result == NULL_STEERING)
            {
                return(seekOutput);
            }

            result.linearAcceleration  = result.linearAcceleration * (1 - seekWeight) + seekOutput.linearAcceleration * seekWeight;
            result.angularAcceleration = result.angularAcceleration * (1 - seekWeight) + seekOutput.angularAcceleration * seekWeight;

            return(result);
        }