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# This .gitignore file should be placed at the root of your Unity project directory | ||
# | ||
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore | ||
# | ||
/[Ll]ibrary/ | ||
/[Tt]emp/ | ||
/[Oo]bj/ | ||
/[Bb]uild/ | ||
/[Bb]uilds/ | ||
/[Ll]ogs/ | ||
/[Mm]emoryCaptures/ | ||
/[Cc]apture*/ | ||
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# Never ignore Asset meta data | ||
!/[Aa]ssets/**/*.meta | ||
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# Uncomment this line if you wish to ignore the asset store tools plugin | ||
# /[Aa]ssets/AssetStoreTools* | ||
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# Autogenerated Jetbrains Rider plugin | ||
[Aa]ssets/Plugins/Editor/JetBrains* | ||
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# Visual Studio cache directory | ||
.vs/ | ||
|
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# Gradle cache directory | ||
.gradle/ | ||
|
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# Autogenerated VS/MD/Consulo solution and project files | ||
ExportedObj/ | ||
.consulo/ | ||
*.csproj | ||
*.unityproj | ||
*.sln | ||
*.suo | ||
*.tmp | ||
*.user | ||
*.userprefs | ||
*.pidb | ||
*.booproj | ||
*.svd | ||
*.pdb | ||
*.mdb | ||
*.opendb | ||
*.VC.db | ||
|
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# Unity3D generated meta files | ||
*.pidb.meta | ||
*.pdb.meta | ||
*.mdb.meta | ||
|
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# Unity3D generated file on crash reports | ||
sysinfo.txt | ||
|
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# Builds | ||
*.apk | ||
*.unitypackage | ||
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# Crashlytics generated file | ||
crashlytics-build.properties |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using Unity.Collections; | ||
using Unity.Mathematics; | ||
using UnityEngine; | ||
using UnityEngine.Jobs; | ||
using Unity.Jobs; | ||
using Unity.Burst; | ||
using Random = Unity.Mathematics.Random; | ||
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public class Boids : MonoBehaviour { | ||
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#region Job | ||
[BurstCompile] | ||
struct UpdateMove : IJobParallelForTransform { | ||
public NativeArray<Vector3> position; | ||
public NativeArray<Vector3> velocity; | ||
public NativeArray<Vector3> accel; | ||
public Vector2 limit; | ||
public float dt; | ||
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void IJobParallelForTransform.Execute(int id, TransformAccess t) { | ||
var vel = velocity[id] + accel[id] * dt; | ||
var dir = Vector3.Normalize(vel); | ||
var mag = Vector3.Magnitude(vel); | ||
vel = math.clamp(mag, limit.x, limit.y) * dir; | ||
t.position += vel * dt; | ||
t.rotation = Quaternion.LookRotation(dir); | ||
accel[id] = Vector3.zero; | ||
position[id] = t.position; | ||
velocity[id] = vel; | ||
} | ||
} | ||
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[BurstCompile] | ||
struct UpdateWall : IJobParallelFor { | ||
[ReadOnly] public NativeArray<Vector3> position; | ||
public NativeArray<Vector3> accel; | ||
public Vector3 scale; | ||
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public void Execute(int id) { | ||
var p = position[id]; | ||
var s = scale * 0.5f; | ||
accel[id] += Condition(-s.x - p.x, Vector3.right) + | ||
Condition(-s.y - p.y, Vector3.up) + | ||
Condition(-s.z - p.z, Vector3.forward) + | ||
Condition(+s.x - p.x, Vector3.left) + | ||
Condition(+s.y - p.y, Vector3.down) + | ||
Condition(+s.z - p.z, Vector3.back); | ||
} | ||
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Vector3 Condition(float dst, Vector3 dir) { | ||
var threshold = 3f; | ||
var weight = 2f; | ||
var d = math.abs(dst); | ||
return d < threshold ? dir * (weight / (d / threshold)) : Vector3.zero; | ||
} | ||
} | ||
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[BurstCompile] | ||
struct UpdateSmlt : IJobParallelFor { | ||
[ReadOnly] public NativeArray<Vector3> position; | ||
[ReadOnly] public NativeArray<Vector3> velocity; | ||
public NativeArray<Vector3> accel; | ||
public Vector3 weights; | ||
public float dstThreshold; | ||
int n => position.Length; | ||
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public void Execute(int id) { | ||
Vector3 avgSpr = Vector3.zero, | ||
avgVel = Vector3.zero, | ||
avgPos = Vector3.zero, | ||
pos = position[id], | ||
vel = velocity[id]; | ||
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for (int j = 0; j < n; j++) { | ||
if (j == id) continue; | ||
var tgtPos = position[j]; | ||
var tgtVel = velocity[j]; | ||
var tgtDif = pos - tgtPos; | ||
if (tgtDif.magnitude < dstThreshold) { | ||
avgSpr += tgtDif.normalized; | ||
avgVel += tgtVel; | ||
avgPos += tgtPos; | ||
} | ||
} | ||
accel[id] += (avgSpr * weights.x + avgVel * weights.y + avgPos * weights.z) / n; | ||
} | ||
} | ||
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[Unity.Burst.BurstCompile] | ||
struct CountJob : IJob { | ||
public NativeArray<Vector3> position; | ||
public NativeArray<int> result; | ||
int n => position.Length; | ||
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public void Execute() { | ||
result[0] = 0; | ||
for (int i = 0; i < n; i++) { | ||
if(position[i].x > 0) result[0] += 1; | ||
} | ||
} | ||
} | ||
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#endregion | ||
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[SerializeField] protected int num; | ||
[SerializeField] protected GameObject prefab; | ||
[SerializeField] protected Vector3 areaSize; | ||
[SerializeField] protected float distThreshold; | ||
[SerializeField] Vector2 velThreshold; | ||
[SerializeField] Vector3 simWeight; | ||
protected Transform[] objs; | ||
protected NativeArray<Vector3> pos, vel, acc; | ||
protected TransformAccessArray trs; | ||
protected NativeArray<Random> rnd; | ||
protected NativeArray<int> rst; | ||
protected Random seed; | ||
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void Start() { | ||
objs = new Transform[num]; | ||
for (int i = 0; i < num; i++) { | ||
var obj = Instantiate(prefab).transform; | ||
obj.position = Vector3.zero; | ||
objs[i] = obj; | ||
} | ||
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pos = new NativeArray<Vector3>(num, Allocator.Persistent); | ||
vel = new NativeArray<Vector3>(num, Allocator.Persistent); | ||
acc = new NativeArray<Vector3>(num, Allocator.Persistent); | ||
trs = new TransformAccessArray(objs); | ||
rst = new NativeArray<int>(1, Allocator.Persistent); | ||
rnd = new NativeArray<Random>(num, Allocator.Persistent); | ||
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for (int i = 0; i < num; i++) { | ||
pos[i] = Vector3.zero; | ||
vel[i] = UnityEngine.Random.insideUnitSphere; | ||
acc[i] = Vector3.zero; | ||
} | ||
seed = new Random(1); | ||
} | ||
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void Update() { | ||
for (int i = 0; i < num; i++) rnd[i] = new Random(seed.NextUInt()); | ||
var jobWall = new UpdateWall { position = pos, accel = acc, scale = areaSize}; | ||
var jobSmlt = new UpdateSmlt { position = pos, velocity = vel, accel = acc, dstThreshold = distThreshold, weights = simWeight}; | ||
var jobMove = new UpdateMove { position = pos, velocity = vel, accel = acc, dt = Time.deltaTime, limit = velThreshold}; | ||
var handlerWall = jobWall.Schedule(num, 0); | ||
var handlerSmlt = jobSmlt.Schedule(num, 0, handlerWall); | ||
var handlerMove = jobMove.Schedule(trs, handlerSmlt); | ||
handlerMove.Complete(); | ||
} | ||
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void OnDrawGizmos() { | ||
Gizmos.DrawWireCube(Vector3.zero, areaSize); | ||
} | ||
void OnGUI() { | ||
} | ||
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void OnDestroy() { | ||
pos.Dispose(); | ||
vel.Dispose(); | ||
acc.Dispose(); | ||
trs.Dispose(); | ||
rst.Dispose(); | ||
rnd.Dispose(); | ||
} | ||
} |
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