/// <summary>
        /// Get crowd average velocity
        /// </summary>
        /// <returns>Crowd average velocity</returns>
        private bool GetCrowdAverageVelocity(out Vector3 _AverageVelocity)
        {
            List <SteeringCrowdUnit> crowd          = SteeringCrowdUnit.CrowdUnitList;
            List <SteeringCrowdUnit> crowdNeighbors = new List <SteeringCrowdUnit>();
            float sqrDist = 0;

            _AverageVelocity = Vector3.zero;

            // Get all crow units in neighbor hood
            for (int i = 0; i < crowd.Count; i++)
            {
                SteeringCrowdUnit crowdUnit = crowd[i];

                if (crowdUnit != null)
                {
                    if (crowdUnit.gameObject != gameObject)
                    {
                        sqrDist = (crowdUnit.transform.position - transform.position).sqrMagnitude;

                        if (sqrDist < m_NeighborHoodRadius * m_NeighborHoodRadius)
                        {
                            crowdNeighbors.Add(crowdUnit);
                        }
                    }
                }
            }

            if (crowdNeighbors.Count < m_MinNeighborHoodUnitCount)
            {
                return(false);
            }

            // Get average velocity of neighbor hood
            for (int i = 0; i < crowdNeighbors.Count; i++)
            {
                if (!m_AdaptSpeedToCrowdSpeed)
                {
                    _AverageVelocity += crowdNeighbors[i].Orientation;
                }
                else
                {
                    _AverageVelocity += crowdNeighbors[i].Velocity;
                }
            }

            _AverageVelocity /= crowdNeighbors.Count;

            if (!m_AdaptSpeedToCrowdSpeed)
            {
                _AverageVelocity = _AverageVelocity.normalized * SteeringCore.MaxSpeed;
            }

            return(true);
        }
        /// <summary>
        /// Get separation velocity from crowd
        /// </summary>
        /// <returns>Separation velocity from crowd</returns>
        private bool GetSeparationVelocity(out Vector3 _SeparationForce)
        {
            List <SteeringCrowdUnit> crowd          = SteeringCrowdUnit.CrowdUnitList;
            List <SteeringCrowdUnit> crowdNeighbors = new List <SteeringCrowdUnit>();
            float sqrDist = 0;

            _SeparationForce = Vector3.zero;

            // Get all crow units in neighbor hood
            for (int i = 0; i < crowd.Count; i++)
            {
                SteeringCrowdUnit crowdUnit = crowd[i];

                if (crowdUnit != null)
                {
                    if (crowdUnit.gameObject != gameObject)
                    {
                        sqrDist = (crowdUnit.transform.position - transform.position).sqrMagnitude;

                        if (sqrDist < m_NeighborHoodRadius * m_NeighborHoodRadius)
                        {
                            crowdNeighbors.Add(crowdUnit);
                        }
                    }
                }
            }

            if (crowdNeighbors.Count < m_MinNeighborHoodUnitCount)
            {
                return(false);
            }

            Vector3 force;

            // Calculate separation from neighbor hood
            for (int i = 0; i < crowdNeighbors.Count; i++)
            {
                force             = transform.position - crowdNeighbors[i].transform.position;
                force            *= 1 - Mathf.Min(force.sqrMagnitude / (m_NeighborHoodRadius * m_NeighborHoodRadius), 1);
                _SeparationForce += force;
            }

            _SeparationForce /= crowdNeighbors.Count;

            return(true);
        }
Esempio n. 3
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        /// <summary>
        /// Get center of mass between all neighbor crowd units in neighborhood for cohesion positioning
        /// </summary>
        /// <returns>Center of mass between all neighbor crowd units in neighborhood</returns>
        private bool GetCohesionPoint(out Vector3 _CohesionPoint, out Vector3 _AverageVelocity)
        {
            List <SteeringCrowdUnit> crowd          = SteeringCrowdUnit.CrowdUnitList;
            List <SteeringCrowdUnit> crowdNeighbors = new List <SteeringCrowdUnit>();
            float sqrDist = 0;

            _CohesionPoint   = Vector3.zero;
            _AverageVelocity = Vector3.zero;

            // Get all crow units in neighbor hood
            for (int i = 0; i < crowd.Count; i++)
            {
                SteeringCrowdUnit crowdUnit = crowd[i];

                if (crowdUnit != null)
                {
                    if (crowdUnit.gameObject != gameObject)
                    {
                        sqrDist = (crowdUnit.transform.position - transform.position).sqrMagnitude;

                        if (sqrDist < m_NeighborHoodRadius * m_NeighborHoodRadius)
                        {
                            crowdNeighbors.Add(crowdUnit);
                        }
                    }
                }
            }

            if (crowdNeighbors.Count < m_MinNeighborHoodUnitCount)
            {
                return(false);
            }

            // Get center of mass in neighbor hood
            for (int i = 0; i < crowdNeighbors.Count; i++)
            {
                _CohesionPoint   += crowdNeighbors[i].transform.position;
                _AverageVelocity += crowdNeighbors[i].Velocity;
            }

            _CohesionPoint   /= crowdNeighbors.Count;
            _AverageVelocity /= crowdNeighbors.Count;

            return(true);
        }