public override Vector3 CalculateMove(FlockAgent3D agent, List <Transform> context, Flock3D flock)
    {
        //How far is the agent from the center and steer towards th center
        Vector3 centerOffset = center - agent.transform.position;

        //tells us where we are, if t i 0 we are at the center if t is 1 we are at the end of the radius.
        float t = centerOffset.magnitude / (radius * 3.14f);

        //if we are iside the 0.9 radius let the agent continue their journey
        if (t < 0.9f)
        {
            return(Vector3.zero);
        }


        return(centerOffset * t * t / radius);
    }
Esempio n. 2
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 public abstract Vector3 CalculateMove(FlockAgent3D agent3D, List <Transform> context3D, Flock3D flock3D);
Esempio n. 3
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    //Finds the middle point between neighbours and tries to move there
    public override Vector3 CalculateMove(FlockAgent3D agent, List <Transform> context, Flock3D flock)
    {
        //If no neighbors return no adjustment
        if (context.Count == 0)
        {
            return(Vector3.zero);
        }

        //Add all points together and avarage
        Vector3          cohesionMove  = Vector3.zero;
        List <Transform> fiteredContex = (filter == null) ? context : filter.Filter(agent, context);

        foreach (Transform item in fiteredContex)
        {
            cohesionMove += item.position;
        }

        cohesionMove /= context.Count;



        //create offset from agent position
        cohesionMove -= (Vector3)agent.transform.position;

        return(cohesionMove);
    }
    //Finds the middle point between neighbours and tries to move there
    public override Vector3 CalculateMove(FlockAgent3D agent, List <Transform> context, Flock3D flock)
    {
        //If no neighbors return no adjustment
        if (context.Count == 0)
        {
            return(Vector3.zero);
        }

        //Add all points together and avarage
        Vector3 AvoidanceMove = Vector3.zero;

        //How many inside the avodance radius.
        int nAvoid = 0;
        List <Transform> fiteredContex = (filter == null) ? context : filter.Filter(agent, context);

        foreach (Transform item in fiteredContex)
        {
            Vector3 closestPoint = item.gameObject.GetComponent <Collider>().ClosestPoint(agent.transform.position);

            //squared distance between the item and the agent
            if (Vector3.SqrMagnitude(closestPoint - agent.transform.position) < flock.SquareAvoidanceRadius)
            {
                //gives the offset
                AvoidanceMove += (agent.transform.position - closestPoint);

                //adds
                nAvoid++;
            }
        }

        if (nAvoid > 0)
        {
            AvoidanceMove /= nAvoid;
        }

        return(AvoidanceMove);
    }
Esempio n. 5
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 public void initialize(Flock3D flock)
 {
     agentFlock3D = flock;
 }
Esempio n. 6
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    //Finds the middle point between neighbours and tries to move there
    public override Vector3 CalculateMove(FlockAgent3D agent, List <Transform> context, Flock3D flock)
    {
        //If no neighbors, maintain current heading
        if (context.Count == 0)
        {
            return(agent.transform.up);
        }

        //Add all points together and avarage
        Vector3          AlignmentMove = Vector3.zero;
        List <Transform> fiteredContex = (filter == null) ? context : filter.Filter(agent, context);

        foreach (Transform item in fiteredContex)
        {
            AlignmentMove += item.transform.up;
        }

        //returns a normalized value
        AlignmentMove /= context.Count;

        return(AlignmentMove);
    }
    public override Vector3 CalculateMove(FlockAgent3D agent, List <Transform> context, Flock3D flock)
    {
        //Handle data missmatch
        if (weights.Length != behaviours.Length)
        {
            Debug.Log("Error: Data missmactch in" + name, this);
            return(Vector3.zero);
        }

        // setup Move
        Vector3 move = Vector3.zero;

        //iterate through behaviours
        for (int i = 0; i < behaviours.Length; i++)
        {
            //middle man passing through the different beaviours
            Vector3 partialMove = behaviours[i].CalculateMove(agent, context, flock) * weights[i];


            //is some movement being returned?
            if (partialMove != Vector3.zero)
            {
                //does this movent exceed the wieight?
                if (partialMove.sqrMagnitude > weights[i] * weights[i])
                {
                    //if it does, normalize it back to magnitude of 1 and multiply it by the weigth so it set perfectly at the maximum of the weight
                    partialMove.Normalize();
                    partialMove *= weights[i];
                }

                move += partialMove;
            }
        }

        return(move);
    }