群组行为指的是多个对象组队同时进行的情况。每个boid需满足分离,队列,凝聚三个基本的规则。
分离:群组中的每个个体都与相邻的个体保持一定的距离。
队列:群组以相同的速度,向相同的方向移动。
凝聚:与群组的中心保持最小距离。
参见:http://www.red3d.com/cwr/boids/
结构:
控制器:即头鸟下有controller类来控制自身的移动。
个体成员:单独的个体,通过引用控制器的位置信息来产生群组跟随的效果。
群组中的个体:
1 using UnityEngine; 2 using System.Collections; 3 4 5 /// <summary> 6 /// 该类是对群体中的每个个体行为的约束,即单个的鸟 7 /// </summary> 8 public class UnityFlock : MonoBehaviour 9 { 10 11 //最小速度,转向速度,随机频率,随机力 12 public float minSpeed = 20.0f; 13 public float turnSpeed = 20.0f; 14 public float randomFreq = 20.0f; 15 public float randomForce = 20.0f; 16 17 //队列属性 :向心力,向心区间,吸引力 18 public float toOriginForce = 50.0f; 19 public float toOriginRange = 100.0f; 20 21 public float gravity = 2.0f; 22 23 //分离属性:规避力,规避半径 24 public float avoidanceForce = 20.0f; 25 public float avoidanceRadius = 50.0f; 26 27 //凝聚属性:追随速度,追随半径(相对于领导者即头鸟) 28 public float followVelocity = 4.0f; 29 public float followRadius = 40.0f; 30 31 32 //控制单个个体运动的属性:父对象即头鸟,速度,归一化速度,随机推力,父对象的推力。。。 33 private Transform origin; 34 private Vector3 velocity; 35 private Vector3 normalizedVelicity; 36 private Vector3 randomPush; 37 private Vector3 originPush; 38 private Transform[] objects; 39 private UnityFlock[] otherFlocks;//其他个体集合 40 private Transform transformCompont; 41 42 43 44 // Use this for initialization 45 void Start () 46 { 47 randomFreq = 1.0f/randomFreq;//获取随机变化的频率 48 //设置父节点为origin 49 origin = transform.parent; 50 51 transformCompont = transform; 52 53 //临时组件数组 54 Component[] tempFlocks = null; 55 56 if (transform.parent) 57 { 58 tempFlocks = transform.parent.GetComponentsInChildren<UnityFlock>(); 59 } 60 61 objects=new Transform[tempFlocks.Length]; 62 otherFlocks=new UnityFlock[tempFlocks.Length]; 63 64 //将群体的位置信息和群体加载到数组 65 for (int i = 0; i < tempFlocks.Length; i++) 66 { 67 objects[i] = tempFlocks[i].transform; 68 otherFlocks[i] = (UnityFlock)tempFlocks[i]; 69 } 70 71 transform.parent = null; 72 73 StartCoroutine(UpdateRandom()); 74 } 75 76 //基于randomFreq的频率来更新randompush的频率 77 IEnumerator UpdateRandom() 78 { 79 while (true) 80 { 81 randomPush = Random.insideUnitSphere*randomForce;//Random.insideUnitSphere随机返回单位球体类一点坐标,配合随机力度来跟新randomPush 82 yield return new WaitForSeconds(randomFreq+Random.Range(-randomFreq/2,randomFreq/2));//依据随机频率在一定时间分为类变换randomPush 83 } 84 } 85 86 // Update is called once per frame 87 void Update () 88 { 89 float speed = velocity.magnitude; 90 Vector3 avgVelocity = Vector3.zero; 91 Vector3 avgPosition = Vector3.zero; 92 float count = 0; 93 float f = 0.0f; 94 float d = 0.0f; 95 Vector3 myPosition = transformCompont.position; 96 Vector3 forceV; 97 Vector3 toAvg; 98 Vector3 wantedVel; 99 100 for (int i = 0; i < objects.Length; i++) 101 { 102 Transform transform = objects[i]; 103 if (transform != transformCompont) 104 { 105 Vector3 otherPositon = transform.position; 106 107 //平均位置来计算聚合 108 avgPosition += otherPositon; 109 count++; 110 111 //从其他群体到这个的向量 112 forceV = myPosition - otherPositon; 113 114 //上面向量的长度 115 d = forceV.magnitude; 116 117 //如果向量长度比规避半径小的话,则加大推力 118 if (d < followRadius) 119 { 120 //如果当前的向量长度小于规定的逃离半径的话,则基于 逃离半径计算对象的速度 121 if (d > 0) 122 { 123 f = 1.0f - (d/avoidanceRadius); 124 avgVelocity += (forceV / d) * f * avoidanceForce; 125 //向量除以它的模得到自己的单位向量 126 } 127 128 } 129 130 //保持与头儿的距离 131 f = d/followRadius; 132 UnityFlock otherSealgull = otherFlocks[i]; 133 134 //标准化otherSealgul的速度来获取移动的方向,接下来设置一个新的速度 135 avgVelocity += otherSealgull.normalizedVelicity * f *followVelocity; 136 137 } 138 } 139 140 if (count > 0) 141 { 142 //得到平均速度 143 avgVelocity /= count; 144 //获得平均位置与对象间的向量 145 toAvg = (avgPosition/count) - myPosition; 146 } 147 else 148 { 149 toAvg = Vector3.zero; 150 } 151 152 // 153 forceV = origin.position - myPosition; 154 d = forceV.magnitude; 155 f = d/toOriginRange; 156 // 157 if (d > 0) 158 originPush = (forceV/d)*f*toOriginForce; 159 if (speed < minSpeed && speed > 0) 160 velocity = (velocity/speed)*minSpeed; 161 162 wantedVel = velocity; 163 164 //最终速度 165 wantedVel -= wantedVel*Time.deltaTime; 166 wantedVel += randomPush*Time.deltaTime; 167 wantedVel += originPush*Time.deltaTime; 168 wantedVel += avgVelocity*Time.deltaTime; 169 wantedVel += toAvg.normalized*gravity*Time.deltaTime; 170 171 //调整速度使之转向最终速度 172 velocity = Vector3.RotateTowards(velocity, wantedVel,turnSpeed*Time.deltaTime, 100.00f); 173 174 transformCompont.rotation = Quaternion.LookRotation(velocity); 175 176 //移动对象 177 transformCompont.Translate(velocity*Time.deltaTime,Space.World); 178 179 //跟新标准化向量的引用 180 normalizedVelicity = velocity.normalized; 181 } 182 183 184 185 }
群组控制器(头鸟):
1 using UnityEngine; 2 using System.Collections; 3 4 /// <summary> 5 /// 头鸟决定飞行的整体方向,在unityflock中被origin引用 6 /// </summary> 7 public class UnityFlockController : MonoBehaviour 8 { 9 10 public Vector3 offset;//偏移 11 public Vector3 bound;//范围 12 public float speed = 100.0f; 13 14 private Vector3 initialPosition; 15 private Vector3 nextMovementPoint; 16 17 // 18 19 // Use this for initialization 20 void Start () 21 { 22 initialPosition = transform.position; 23 CalculateNextMovementPoint(); 24 } 25 26 // Update is called once per frame 27 void Update () { 28 transform.Translate(Vector3.forward*speed*Time.deltaTime); 29 transform.rotation=Quaternion.Slerp(transform.rotation,Quaternion.LookRotation(nextMovementPoint-transform.position),1.0f*Time.deltaTime );//调整飞行角度 30 31 if(Vector3.Distance(nextMovementPoint,transform.position)<=10.0f) 32 { 33 CalculateNextMovementPoint(); 34 } 35 36 } 37 38 void CalculateNextMovementPoint() 39 { 40 float posx = Random.Range(initialPosition.x - bound.x, initialPosition.x + bound.x); 41 float posy = Random.Range(initialPosition.y - bound.y, initialPosition.y + bound.y); 42 float posz = Random.Range(initialPosition.z - bound.z, initialPosition.z + bound.z); 43 44 nextMovementPoint = initialPosition + new Vector3(posx, posy, posz); 45 } 46 }
效果:
时间: 2024-12-25 05:43:34