public override Vector2 CalculateSteering(MovingEntity vehicle) { Vector2 steeringForce = new Vector2(); if (seek) { steeringForce += SteeringBehaviors.Seek(vehicle); } if (flee) { steeringForce += SteeringBehaviors.Flee(vehicle); } if (arrive) { steeringForce += SteeringBehaviors.Arrive(vehicle, SteeringBehaviors.Deceleration.normal); } if (separation) { steeringForce += SteeringBehaviors.Separation(vehicle) * 3; } if (pursuit) { steeringForce += SteeringBehaviors.Pursuit(vehicle); } return(steeringForce); }
Vector3 PathFollowing(SimplePath path) { Vector3 predictedLocation = cachedTransform.position + velocity.normalized * predictionDistance;// maxSpeed; predictedLocationMarker.position = predictedLocation; float shortestSqrMagnitude = Mathf.Infinity; int startIndexOfClosestLine = -1; Vector3 closestNormalPoint = Vector3.zero; // Find the closest normal point by checking against all lines in path. for (int i = 0; i < path.points.Count - 1; i++) { Vector3 normalPoint = ComputeClampedNormalPoint(predictedLocation, path.points[i], path.points[i + 1]); float sqrMagnitudeAB = (path.points[i + 1] - path.points[i]).sqrMagnitude; // The normal cannot be between A & B if its distance to A or B exceeds the length of AB. if (sqrMagnitudeAB < (normalPoint - path.points[i]).sqrMagnitude) { normalPoint = path.points[i + 1]; } else if (sqrMagnitudeAB < (normalPoint - path.points[i + 1]).sqrMagnitude) { normalPoint = path.points[i]; } float sqrMagnitudeFromNormal = (predictedLocation - normalPoint).sqrMagnitude; if (sqrMagnitudeFromNormal < shortestSqrMagnitude) { shortestSqrMagnitude = sqrMagnitudeFromNormal; startIndexOfClosestLine = i; closestNormalPoint = normalPoint; } } // If no valid noraml could be found, redirect the boid to the start of the path. if (startIndexOfClosestLine == -1) { return(SteeringBehaviors.Seek(cachedTransform.position, velocity, maxSpeed, path.points[0])); } normalPointMarker.position = closestNormalPoint; Vector3 pathDirection = path.points[startIndexOfClosestLine + 1] - path.points[startIndexOfClosestLine]; Vector3 futurePathTarget = closestNormalPoint + pathDirection.normalized;// * predictionDistance; futurePathTargetMarker.position = futurePathTarget; if (shortestSqrMagnitude > path.radius * path.radius) { return(SteeringBehaviors.Seek(cachedTransform.position, velocity, maxSpeed, futurePathTarget)); } else // No steering required { return(Vector3.zero); } }
private void SeekTarget(Vector3 targetPosition) { if (!IsAvoiding()) { Vector3 steering = steeringBehaviors.Seek(body, targetPosition) * VELOCITY; movement.KeepConstantVelocity(body, VELOCITY); body.AddForce(steering); } }
public override Vector2 CalculateSteering(MovingEntity vehicle) { Vector2 steeringForce = Vector2.zero; Vector2 force; if (separation) { force = SteeringBehaviors.Separation(vehicle) * 1.0f; if (AccumulateForce(vehicle, ref steeringForce, force) && force != Vector2.zero) { return(steeringForce); } } if (seek) { force = SteeringBehaviors.Seek(vehicle) * 1.0f; if (AccumulateForce(vehicle, ref steeringForce, force)) { return(steeringForce); } } if (flee) { force = SteeringBehaviors.Flee(vehicle) * 1.0f; if (AccumulateForce(vehicle, ref steeringForce, force)) { return(steeringForce); } } if (arrive) { force = SteeringBehaviors.Arrive(vehicle) * 1.0f; if (AccumulateForce(vehicle, ref steeringForce, force)) { return(steeringForce); } } if (pursuit) { force = SteeringBehaviors.Pursuit(vehicle) * 1.0f; if (AccumulateForce(vehicle, ref steeringForce, force)) { return(steeringForce); } } return(steeringForce); }
private void FixedUpdate() { var steeringForce = new Vector2(); if (Target != null && settings.Seek > 0) { steeringForce = settings.Seek * SteeringBehaviors.Seek(this, Target.position); } foreach (var boid in allBoids) { if ((object)boid != this) { if ((boid.GetPosition() - GetPosition()).sqrMagnitude < 1f) { if (settings.Flee > 0) { steeringForce += settings.Flee * SteeringBehaviors.Flee(this, boid.GetPosition()) / ((Vector2)transform.position - boid.GetPosition()).magnitude; } if (settings.GetClose > 0) { steeringForce += settings.GetClose * SteeringBehaviors.Seek(this, boid.GetPosition()); } ; if (settings.Align > 0) { steeringForce += settings.Align * SteeringBehaviors.Aling(this, boid); } } } } _rigidbody.AddForce(Vector2.ClampMagnitude(steeringForce, _maxForce)); TurnTowardsVelocity(); }
public void UpdateSteering() { steeringVector = transform.forward; if (isSeeking && targetTransform != null) { steeringVector = SteeringBehaviors.Seek(cachedTransform.position, velocity, maxSpeed, targetTransform.position); } if (isFleeing && targetTransform != null) { steeringVector = SteeringBehaviors.Flee(cachedTransform.position, velocity, maxSpeed, targetTransform.position); } if (isPursuing && movingTarget != null) { steeringVector = SteeringBehaviors.Pursuit(cachedTransform.position, velocity, maxSpeed, movingTarget.transform.position, movingTarget.velocity); } if (isEvading && movingTarget != null) { steeringVector = SteeringBehaviors.Evasion(cachedTransform.position, velocity, maxSpeed, movingTarget.transform.position, movingTarget.velocity); } if (isArriving && targetTransform != null) { steeringVector = SteeringBehaviors.Arrival(cachedTransform.position, velocity, maxSpeed, targetTransform.position, arrivalSlowingDistance); } if (IsWandering) { steeringVector = Wander(0.5f, 0.1f, false); } if (isLeaderFollowing) { Vector3 leaderFollowPoint = leader.transform.position + leader.transform.forward * -2f; steeringVector = SteeringBehaviors.Arrival(cachedTransform.position, velocity, maxSpeed, leaderFollowPoint, arrivalSlowingDistance); } if (isPathFollowing) { Vector3 possibleSteeringVector = PathFollowing(simplePath); if (possibleSteeringVector != Vector3.zero) { steeringVector = possibleSteeringVector; } } if (isSeperating) { Vector3 repulsionLocation = cachedTransform.position + Seperation(); if (repulsionLocation != cachedTransform.position) { Vector3 desiredVelocity = (repulsionLocation - cachedTransform.position).normalized * maxSpeed; steeringVector = desiredVelocity - velocity; } } if (isAvoidingCollision) { Vector3 collisionSteeringVector = CollisionAvoidance(); if (collisionSteeringVector != velocity) { if (collisionSteeringVector == transform.forward * maxSpeed && steeringVector != transform.forward) { // The previously applied steering vector should not be modified. } else { steeringVector = collisionSteeringVector; } } } if (velocity != Vector3.zero) //Check is to prevent the log message "Look rotation viewing vector is zero" { transform.rotation = Quaternion.LookRotation(velocity); } UpdateMovement(); }