chore: init

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dusk 2024-08-19 16:53:54 +03:00
commit bbd7927086
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21 changed files with 568 additions and 0 deletions

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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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# Godot 4+ specific ignores
.godot/
/android/

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LICENSE.txt Normal file
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MIT License
Copyright (c) 2024 yusdacra
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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README.md Normal file
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# boid_2d
Addon for Godot that adds a 2D node for simulating boids / flocking.
![boids](./resources/boids.gif)
## Usage
Clone the repository and copy over the addon.
Make an inherited scene from `boid.tscn`, add a `Sprite2D` (or whatever visuals you have) and instantiate and spawn many.
Checkout the examples on how to use it more.
## TODO
- [ ] fix weird spasming behaviour
- [ ] improve collision (dont only bounce, maybe follow wall in some conditions etc.)
- [ ] improve performance (BoidManager autoload that tracks and manages every boid?)

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addons/boid_2d/boid.gd Normal file
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extends Area2D
class_name Boid
## sets the `RayCast2D` used to detect walls.
@export var wallcast: RayCast2D
## sets the `Area2D` used for vision (seeing other boids).
@export var vision: Area2D
## sets the rotate timer, allowing boids to perform random rotations based on the timer's timeout signal.
@export var rotate_timer: Timer
@export_group("properties")
## controls the target (max) speed.
@export var target_speed := 6.0
## controls how much other boids affect this boid.
## higher values will make them more dispersed.
@export var steer_away_factor := 40
## controls whether or not to run collisions before running boid calculations.
## enabling this can help reduce boids escaping colliders, especially if they are following something.
@export var collide_first := false
@export_group("follow")
## controls which node to try and follow, if any
@export var follow_point: Node2D
## controls the radius at which the boid will target, instead of the target directly
@export var follow_radius := 100.0
var last_follow_pos: Vector2 = Vector2.ZERO
var follow_target: Vector2
var speed := target_speed
var vel := Vector2.ZERO
var boidsSeen: Dictionary = {}
func _ready() -> void:
assert(wallcast, "boid invalid: wallcast (RayCast3D) not assigned")
assert(vision, "boid invalid: vision (Area2D) not assigned")
if rotate_timer:
rotate_timer.timeout.connect(_on_rotate_timer_timeout)
func _physics_process(delta: float) -> void:
if collide_first:
_process_collision()
_process_boids()
else:
_process_boids()
_process_collision()
# move boid
var vel_dir := vel.normalized()
# fix if a boid stops by getting seperated and its vel being cancelled at the same time
if vel_dir.is_zero_approx(): vel_dir = Vector2.RIGHT
vel = vel_dir * speed
global_position += vel
# rotate boid
global_rotation = atan2(vel_dir.y, vel_dir.x)
func _process_boids() -> void:
var numOfBoids := boidsSeen.size()
var avgVel := Vector2.ZERO
var avgPos := Vector2.ZERO
var steerAway := Vector2.ZERO
if numOfBoids > 0:
for boid: Boid in boidsSeen.values():
avgVel += boid.vel; avgPos += boid.global_position
var dist := boid.global_position - global_position
steerAway -= dist * (steer_away_factor / dist.length())
# apply follow point vel
if follow_point:
var dist_to_follow := global_position.distance_to(follow_point.global_position)
if global_position.distance_to(follow_target) < 10.0 or dist_to_follow > follow_radius:
_calc_follow_target()
# slow down speed when nearing target
speed = maxf(0.0, lerpf(target_speed, 0.0, follow_radius / dist_to_follow))
var target_vel := (follow_point.global_position - last_follow_pos) * Engine.physics_ticks_per_second
avgVel += target_vel
avgPos += follow_target
var dist := follow_target - global_position
steerAway -= dist * ((steer_away_factor + follow_radius) / dist.length())
numOfBoids += 1
last_follow_pos = follow_point.global_position
if numOfBoids > 0:
avgVel /= numOfBoids
vel += (avgVel - vel) / 2
avgPos /= numOfBoids
vel += avgPos - global_position
steerAway /= numOfBoids
vel += steerAway
func _calc_follow_target() -> void:
var follow_vec := follow_point.global_position - global_position
var target_length := follow_vec.length() + follow_radius
follow_target = global_position + follow_vec.normalized() * target_length
func _process_collision() -> void:
wallcast.force_raycast_update()
if not wallcast.is_colliding(): return
var col_normal: Vector2 = wallcast.get_collision_normal()
vel = vel.bounce(col_normal)
func _on_vision_area_entered(area: Area2D) -> void:
if area == self: return
boidsSeen[area.get_instance_id()] = area
func _on_vision_area_exited(area: Area2D) -> void:
boidsSeen.erase(area.get_instance_id())
func _on_rotate_timer_timeout() -> void:
vel -= Vector2(randf(), randf()) * speed
rotate_timer.start()

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addons/boid_2d/boid.tscn Normal file
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[ext_resource type="Script" path="res://addons/boid_2d/boid.gd" id="1_xwhwb"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ackok"]
size = Vector2(32, 16)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ipkm3"]
size = Vector2(60, 60)
[node name="Boid" type="Area2D" node_paths=PackedStringArray("wallcast", "vision")]
collision_mask = 0
monitoring = false
script = ExtResource("1_xwhwb")
wallcast = NodePath("WallCast")
vision = NodePath("Vision")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_ackok")
[node name="WallCast" type="RayCast2D" parent="."]
enabled = false
target_position = Vector2(50, 0)
[node name="Vision" type="Area2D" parent="."]
collision_layer = 0
monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Vision"]
position = Vector2(42, 0)
shape = SubResource("RectangleShape2D_ipkm3")
[connection signal="area_entered" from="Vision" to="." method="_on_vision_area_entered"]
[connection signal="area_exited" from="Vision" to="." method="_on_vision_area_exited"]

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addons/boid_2d/boid_2d.gd Normal file
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@tool
extends EditorPlugin
func _enter_tree() -> void:
add_custom_type("Boid2D", "Area2D", preload("boid.gd"), preload("boid_2d.svg"))
func _exit_tree() -> void:
remove_custom_type("Boid2D")

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extends Node2D
func _ready() -> void:
for i in 40: spawnBoid()
func _process(delta: float) -> void:
$Path2D/PathFollow2D.progress_ratio += delta * 0.1
func spawnBoid() -> void:
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var screensize := get_viewport_rect().size
boid.modulate = Color(randf(), randf(), randf(), 1)
boid.global_position = Vector2((randf_range(200, screensize.x - 200)), (randf_range(200, screensize.y - 200)))
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extends Node2D
func _ready() -> void:
for i in 100: spawnBoid()
func spawnBoid() -> void:
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var screensize := get_viewport_rect().size
boid.modulate = Color(randf(), randf(), randf(), 1)
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add_child(boid)

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
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;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
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