Example #1
0
            public void Execute(ref Transform3D transform3D, ref BoidState boidState)
            {
                if (boidState.IsDied)
                {
                    return;
                }
                var len = obstaclePositions.m_Length;

                if (len == 0)
                {
                    return;
                }
                var ptr = obstaclePositions.GetPointer(0);

                for (int i = 0; i < len; ++i, ++ptr)
                {
                    var dist     = (transform3D.Position - ptr->Position).sqrMagnitude;
                    var sqrScale = ptr->Scale * ptr->Scale;
                    if (dist < MinSqrMagnitude * sqrScale)
                    {
                        boidState.IsDied    = true;
                        boidState.IsScored  = false;
                        boidState.SinkTimer = SinkTime;
                        boidState.Killer    = obstacleIdxs[i];
                    }
                }
            }
Example #2
0
 public void Execute(ref Transform3D transform3D, ref BoidState boidState)
 {
     if (!boidState.IsDied)
     {
         return;
     }
     boidState.SinkTimer  -= DeltaTime;
     transform3D.Position += SinkOffset;
 }
            public void Execute(int index, ref Transform3D transform3D, ref BoidState boidState)
            {
                if (boidState.IsDied)
                {
                    return;
                }
                var forward         = transform3D.Forward;
                var currentPosition = transform3D.Position;
                var cellIndex       = CellDatas.GetPointer(index)->Index;
                var ptr             = CellDatas.GetPointer(cellIndex);

                var neighborCount                = ptr->Count;
                var alignment                    = ptr->Alignment;
                var separation                   = ptr->Separation;
                var nearestObstacleDistance      = ptr->ObstacleDistance;
                var nearestObstaclePositionIndex = ptr->ObstaclePositionIndex;
                var nearestTargetPositionIndex   = ptr->TargetPositionIndex;
                var nearestObstaclePosition      = *(ObstaclePositions.GetPointer(nearestObstaclePositionIndex));
                var nearestTargetPosition        = *(TargetPositions.GetPointer(nearestTargetPositionIndex));

                // steering calculations based on the boids algorithm
                var obstacleSteering     = currentPosition - nearestObstaclePosition;
                var avoidObstacleHeading = (nearestObstaclePosition + math.normalizesafe(obstacleSteering)
                                            * Settings.ObstacleAversionDistance) - currentPosition;
                var targetHeading = Settings.TargetWeight
                                    * math.normalizesafe(nearestTargetPosition - currentPosition);
                var nearestObstacleDistanceFromRadius = nearestObstacleDistance - Settings.ObstacleAversionDistance;
                var alignmentResult = Settings.AlignmentWeight
                                      * math.normalizesafe((alignment / neighborCount) - forward);
                var separationResult = Settings.SeparationWeight
                                       * math.normalizesafe((currentPosition * neighborCount) - separation);
                var normalHeading = math.normalizesafe(alignmentResult + separationResult + targetHeading);
                var targetForward = math.select(normalHeading, avoidObstacleHeading,
                                                nearestObstacleDistanceFromRadius < 0);
                var nextHeading = math.normalizesafe(forward + DeltaTime * (targetForward - forward));

                // updates based on the new heading
                transform3D.Position = transform3D.Position + (nextHeading * (Settings.MoveSpeed * DeltaTime));
                transform3D.Forward  = nextHeading;
            }
 private int _GetOffsetOfBoidState_Killer()
 {
     var tempObj = new BoidState(); BoidState *ptr = &tempObj; var filedPtr = &(ptr->Killer); return((int)((long)filedPtr - (long)ptr));
 }
 private int _GetOffsetOfBoidState_IsScored()
 {
     var tempObj = new BoidState(); BoidState *ptr = &tempObj; var filedPtr = &(ptr->IsScored); return((int)((long)filedPtr - (long)ptr));
 }