コード例 #1
0
 private void Awake()
 {
     flock = GetComponent <Boids>();
 }
コード例 #2
0
ファイル: Boids.cs プロジェクト: unitycoder/ubiq
        public void Update()
        {
            /* Flock simulation */
            Vector3 center  = new Vector3();
            Vector3 inertia = new Vector3();
            Vector3 tmp     = new Vector3();
            int     proximate;
            float   t;

            t = Time.deltaTime;
            if (t > 0.1)
            {
                t = 0.1f;          // Limit the extrapolation to something reasonable
            }
            /* Get the overall characteristics of all the boids in the simulation */
            Boids[] allFlocks;

            if (globalInfluence) // My flock is influenced by the other flocks
            {
                allFlocks = this.transform.parent.GetComponentsInChildren <Boids>();
            }
            else // My flock ignores all the other flocks
            {
                allFlocks    = new Boids[1];
                allFlocks[0] = this;
            }

            int totalBoidsCount = 0;

            foreach (Boids anyboids in allFlocks)
            {
                for (int i = 0; i < anyboids.numberLocalBoids; i++)
                {
                    center  = anyboids.boids[i].transform.localPosition + center;              /* Flock center */
                    inertia = anyboids.boids[i].GetComponent <BoidState>().velocity + inertia; /* Flock inertia */
                    totalBoidsCount++;
                }
            }

            center  = center * (1.0f / (totalBoidsCount)); /* Take average to get flock center */
            inertia = inertia * (inertia_factor * t);

            /* This loop iterates over local  boids only because we simulate change only to the local ones */
            for (int i = 0; i < numberLocalBoids; i++)
            {
                Vector3 lcenter = new Vector3();

                /* Flock Pull */
                tmp = center - boids[i].transform.localPosition;
                tmp = tmp * (pull_factor * t);
                boids[i].GetComponent <BoidState>().velocity = tmp + boids[i].GetComponent <BoidState>().velocity;

                /* Flock Inertia */
                boids[i].GetComponent <BoidState>().velocity = inertia + boids[i].GetComponent <BoidState>().velocity;

                /* Neighbor Avoidance */
                proximate = 0;
                foreach (Boids anyboids in allFlocks)
                {
                    for (int j = 0; j < anyboids.numberLocalBoids; j++)
                    {
                        if (!(anyboids == this && i == j))
                        {
                            tmp = boids[i].transform.localPosition - anyboids.boids[j].transform.localPosition;
                            if (tmp.magnitude < proximity_distance)
                            {
                                proximate++;
                                lcenter = tmp + lcenter;
                            }
                        }
                    }
                }
                if (proximate > 0)
                {
                    lcenter = lcenter * (proximity_factor * t);
                    boids[i].GetComponent <BoidState>().velocity = lcenter + boids[i].GetComponent <BoidState>().velocity;
                }

                /* Max velocity */
                float speed = boids[i].GetComponent <BoidState>().velocity.magnitude;
                if (speed > max_velocity)
                {
                    boids[i].GetComponent <BoidState>().velocity *= max_velocity / speed;
                }

                /* Calc new position */
                boids[i].transform.localPosition = boids[i].transform.localPosition + (boids[i].GetComponent <BoidState>().velocity *t);

                /* World limits */
                for (int j = 0; j < 3; j++)
                {
                    if (boids[i].transform.localPosition[j] > bounds.center[j] + bounds.extents[j])
                    {
                        boids[i].GetComponent <BoidState>().velocity[j] *= -1f;
                    }
                    if (boids[i].transform.localPosition[j] < bounds.center[j] - bounds.extents[j])
                    {
                        boids[i].GetComponent <BoidState>().velocity[j] *= -1f;
                    }
                }
            }
        }