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Boid.gd
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199 lines (162 loc) · 5.68 KB
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class_name Boid extends CharacterBody3D
@export var mass = 1
@export var force = Vector3.ZERO
@export var acceleration = Vector3.ZERO
@export var vel = Vector3.ZERO
@export var speed:float
@export var max_speed: float = 10.0
var behaviors : Array[SteeringBehavior] = []
@export var max_force = 10
@export var banking = 0.1
@export var damping = 0.1
@export var draw_gizmos = true
@export var pause = false
var count_neighbors = false
var neighbors = []
var school = null
var new_force = Vector3.ZERO
var should_calculate = false
func draw_gizmos_recursive(dg):
draw_gizmos = dg
var children = get_children()
for child in children:
if child is SteeringBehavior:
child.draw_gizmos = dg
func count_neighbors_partitioned():
neighbors.clear()
# var cells_around = 1
var my_cell = school.position_to_cell(transform.origin)
if draw_gizmos:
var a = school.cell_to_position(my_cell)
var b = a + Vector3(school.cell_size, school.cell_size, school.cell_size)
DebugDraw3D.draw_aabb_ab(a, b, Color.CYAN)
# Check center cell first!
for slice in [0, -1, 1]:
for row in [0, -1, 1]:
for col in [0, -1, 1]:
var pos = global_transform.origin + Vector3(col * school.cell_size, row * school.cell_size, slice * school.cell_size)
var key = school.position_to_cell(pos)
if draw_gizmos:
var a = school.cell_to_position(key)
var b = a + Vector3(school.cell_size, school.cell_size, school.cell_size)
DebugDraw3D.draw_aabb_ab(a, b, Color.CYAN)
if school.cells.has(key):
var cell = school.cells[key]
# print(key)
for boid in cell:
if draw_gizmos:
if boid != self:
DebugDraw3D.draw_box(boid.global_transform.origin, Quaternion.IDENTITY, Vector3(3, 3, 3), Color.DARK_GOLDENROD, true)
if boid != self and boid.global_transform.origin.distance_to(global_transform.origin) < school.neighbor_distance:
neighbors.push_back(boid)
if neighbors.size() == school.max_neighbors:
return neighbors.size()
return neighbors.size()
func count_neighbors_simple():
neighbors.clear()
for i in school.boids.size():
var boid = school.boids[i]
if boid != self and global_transform.origin.distance_to(boid.global_transform.origin) < school.neighbor_distance:
neighbors.push_back(boid)
if neighbors.size() == school.max_neighbors:
break
return neighbors.size()
func _input(event):
if event is InputEventKey and event.keycode == KEY_P and event.pressed:
pause = ! pause
func set_enabled(behavior, enabled):
behavior.enabled = enabled
behavior.set_process(enabled)
func on_draw_gizmos():
var origin = global_transform.origin
var basis = transform.basis * 10.0
DebugDraw3D.draw_arrow(origin, origin + basis.z, Color(0, 0, 1), 0.1)
DebugDraw3D.draw_arrow(origin, origin + basis.x, Color(1, 0, 0), 0.1)
DebugDraw3D.draw_arrow(origin, origin + basis.y, Color(0, 1, 0), 0.1)
DebugDraw3D.draw_arrow(origin, origin + force, Color(1, 1, 0), 0.1)
if school and count_neighbors:
DebugDraw3D.draw_sphere(origin, school.neighbor_distance, Color.WEB_PURPLE)
for neighbor in neighbors:
DebugDraw3D.draw_sphere(neighbor.origin, 3, Color.WEB_PURPLE)
func seek_force(target: Vector3):
var toTarget = target - global_transform.origin
toTarget = toTarget.normalized()
var desired = toTarget * max_speed
return desired - vel
func arrive_force(target:Vector3, slowingDistance:float):
var toTarget = target - global_transform.origin
var dist = toTarget.length()
if dist < 2:
return Vector3.ZERO
var ramped = (dist / slowingDistance) * max_speed
var limit_length = min(max_speed, ramped)
var desired = (toTarget * limit_length) / dist
return desired - vel
# Called when the node enters the scene tree for the first time.
func _ready():
# Check for a variable
if "partition" in get_parent():
school = get_parent()
for i in get_child_count():
var child = get_child(i)
if child is SteeringBehavior:
behaviors.push_back(child)
child.set_process(child.enabled)
func set_enabled_all(enabled):
for i in behaviors.size():
behaviors[i].enabled = enabled
func update_weights(weights):
for behavior in weights:
var b = get_node(behavior)
if b:
b.weight = weights[behavior]
func calculate():
var force_acc = Vector3.ZERO
var behaviors_active = ""
for i in behaviors.size():
if behaviors[i].enabled:
var f = behaviors[i].calculate() * behaviors[i].weight
if is_nan(f.x) or is_nan(f.y) or is_nan(f.z):
print(str(behaviors[i]) + " is NAN")
f = Vector3.ZERO
behaviors_active += behaviors[i].name + ": " + str(round(f.length())) + " "
force_acc += f
if force_acc.length() > max_force:
force_acc = force_acc.limit_length(max_force)
behaviors_active += " Limiting force"
break
if draw_gizmos:
DebugDraw2D.set_text(name, behaviors_active)
return force_acc
func _process(delta):
should_calculate = true
if draw_gizmos:
on_draw_gizmos()
if school and count_neighbors:
if school.partition:
count_neighbors_partitioned()
else:
count_neighbors_simple()
func _physics_process(delta):
if should_calculate:
new_force = calculate()
should_calculate = false
force = lerp(force, new_force, delta)
if pause:
return
# lerp in the new forces
acceleration = force / mass
vel += acceleration * delta
speed = vel.length()
if speed > 0:
if max_speed == 0:
push_warning("max_speed is 0")
vel = vel.limit_length(max_speed)
# Damping
vel -= vel * delta * damping
set_velocity(vel)
move_and_slide()
# Implement Banking as described:
# https://www.cs.toronto.edu/~dt/siggraph97-course/cwr87/
var temp_up = global_transform.basis.y.lerp(Vector3.UP + (acceleration * banking), delta * 5.0)
look_at(global_transform.origin - vel.normalized(), temp_up)