cwiczenia 4 voxelspace

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# Voxel space
https://www.cc.gatech.edu/~turk/bio_sim/articles/voxel_space_automata_89.pdf
Voxel space to kwantyzowana przestrzeń 3D podzielona na voxele czyli sześciany identycznej wielkości.
<img src="images/Opis/voxelSpaceVis-0228862.png" alt="voxelSpaceVis" style="zoom:25%;" /><img src="images/Opis/voxvyk-0306929.png" alt="voxvyk" style="zoom: 33%;" />
Do każdego sześcianu można przypisać wartość liczbową i w ten sposób przechowywać jakąś informację o tym regionie (zawartość substancji chemicznej, wilgotność, zacienienie, obecność innych obiektów). Można to wykorzystać do rozmieszczania obiektów w przestrzeni, unikania kolizji, ustalania zacienienia w przestrzeni.
<img src="images/Opis/treemy.png" alt="tree" style="zoom: 25%;" /><img src="images/Opis/voxelplant.png" alt="plant" style="zoom:25%;" /><img src="images/Opis/voxelscene.png" alt="scene" style="zoom: 33%;" />
Voxel space wymaga większej ilości RAMu (trzeba te wszystkie wartości przechowywać), ale jako, że nie trzeba wszystkiego na żywo wyliczać, tylko wczytuje się dane z tablicy, to jest szybka metoda.
# Przykład - mrówki
## Feromony
Fermony to substancje, za pomocą których organizmy przekazują sobie informacje.
## Opis problemu
*Przyjmujemy, że w prawdziwym świecie, mrówki poruszają się w sposób losowy; gdy znajdują pożywienie, wracają do swojej kolonii pozostawiając ślad składający się z feromonów. Gdy inna mrówka natknie się na ten ślad, przestaje poruszać się w sposób losowy i podąża za śladem w kierunku pożywienia.*
*Jednak po pewnym czasie feromony wyparowują, a więc siła ich działania maleje. Im dłuższa jest trasa od pożywienia do kolonii, tym więcej mają czasu feromony, aby wyparować. Krótsze trasy jednak zapewniają, iż siła działania feromonów będzie większa. Parowanie feromonów jest efektem pozytywnym, bowiem pozwala to na odnajdywanie optymalnej trasy do pożywienia. Gdyby feromony nie wyparowywały, każda kolejna trasa miałaby taką samą siłę jak poprzednia, przez co nie dochodziłoby do odnalezienia optymalnego rozwiązania problemu.*
*Zatem gdy jedna mrówka odnajdzie dobrą (krótką) drogę, inne mrówki będą podążać tą właśnie drogą, również zostawiając feromony, a więc zwiększając ich natężenie. Ostatecznie wszystkie mrówki będą poruszać się tą samą, najlepszą drogą, a pozostałe drogi zostaną zapomniane (wyparują).* (Wikipedia)
## Przykład rozwiązania
<img src="images/Opis/antsREC-0231061.gif" alt="antsREC" style="zoom: 50%;" />
https://projects.duszekjk.com/ants1.0/
## Zadanie 1
1. Otwórz projekt voxelSpace w Unity
2. Otwórz scenę "Scenes/theAntsAreMarching"
3. Zapoznaj się z przygotowanymi skryptami
1. Ant (objekt mrówki)
1. **bool** hasFood - czy ma jedzenie
2. **sbyte** foodSearch - stan szukania jedzenia, 1 wraca do mrowiska, -1 idzie od mrowiska, szuka jedzenia
3. **VoxelSpace** voxelSpace
4. **void** sniff() - ustala kierunek poruszania się
5. **void** turnVerticaly() - zmienia kierunek poruszania się mrówki na wertykalny (góra - dół)
6. **void** turnHorizontaly() - zmienia kierunek poruszania się mrówki na horyzontalny (lewo - prawo)
7. **void** go() - mrówka idzię o odległość odpowiednią dla jednej klatki animacji
2. VoxelSpace (reprezentacja voxel space, którą będziemy robić)
1. **void** Update() - co odpowieni czas wywołuje funkcje sniff, go na mrówkach, oraz weakenPheromones i placeFood
2. **void** addAnts() tworzy mrówki
3. **void** updateLights() uaktulania wizualizacje voxel space
4. **void** placeFood() umieszcza jedzenie w losowej pozycji
5. Funkcje do napisania w zadaniach, opisane poniżej
#opisy co jest w ant i co w voxel space (ant pozycja w przestrzeni ciągłej)
## Zadanie 2
1. Napisz funkcję createVoxelSpace()
1. Voxel space jest przechowywany w **public** byte[,] voxels;
2. Rozdzielczość ma być **sizeX** na **sizeY**
3. Na start, każdy voxel ma mieć wartość **0**
4. Do wizualizacji tej przestrzeni wykorzystamy żółte kulę, których rozmiar będzie zależny od zawartości feromonu. Dlatego w tej funkcji utworzymy dodatkowo tablicę z tymi objektami:
**GameObject[,] lights**;
5. Do utoworzenia obiektów wizualizujących użyj funkcję: **Instantiate(previewShape)**;
6. Umieść te obiekty w odpowiednich miejscach
2. Napisz funkcje **positionInVoxelSpace**(Vector3 worldPosition) i **positionInWorld**(Vector2 voxelPosition) skalujące współrzędne z ciągłych na te w voxel space i z powrotem na ciągłe. Weź po uwagę różne skale (voxelScale), oraz umiejscowienie objektu table (gameObject.transform.position)
1. Po dodaniu tej funkcji, w prawym górnym rogu pojawi się mrowisko
2. Dodaj do funkcji z poprzedniego zadania pozycje obiektów lights wykorzystując nowe funkcje
3. Napisz funkcje getPheromoneAt(**foat** x, **float** y)
1. Funkcja ta ma zwrócić zawartość fermonu w danej pozycji voxel space
2. Jeśli te współrzędne się mieszczą w voxel space, to zwróć odpowiednią wartość (uwzględniając zmiane współrzędnych na voxelowe)
3. Jeśli nie - zwróć **-1**
4. Napisz funkcje sniff() (skrypt Ant)
1. Funkcja ta ma na celu zmianę kierunku poruszania się tej mrówki
2. Sprawdź i uaktualnij status
1. Jeśli jeśli funkcja getPheromoneAt zwraca liczbę większą od **250**, to to jest jedzenie, z którym mrówka ma wracać do mrowiska
3. Jeśli jesteśmy w punkcie **(0,0)** to jesteśmy w mrowisku (zostawiamy jedzenie i zmieniamy kierunek na szukanie jedzenia)
4. Jeśli dojdziemy do końca voxelSpace, to wracamy do mrowiska
3. Ustal kierunek
1. Sprawdź czy zawartość fermonu jest większa jeśli się pójdzie horyzontalnie, czy wertykalnie i skieruj mrówkę w odpowiednim kierunku
2. jeśli są takie same, to idź w losowym kierunku
3. Podpowiedź - funkcje: **turnVerticaly()** i **turnHorizontaly()**
5. Napisz funkcje updateVoxelSpace(), która obniża wartości feromonów jako wynik parowania w czasie
1. Przejdź po wszystkich voxelach, które mają wartość poniżej **250** (nie są jedzeniem) i obniż ich wartość o **1**
2. Minimalna możliwa wartość to 0
6. Sprawdź jak mrówki się poruszają
1. Jeśli zadania były poprawnie zrobione, to powinny najpierw iść losowo, jak nie ma feromonów, a potem jak są, to podążać za feromonami
## Zadanie 3
1. Otwórz scenę menu
2. Podpisz się w Canvas/get/Podpis
3. Wyeksportuj swój projekt dla wybranego systemu
1. File->Build Settings
2. Wybierz platformę
3. Build And Run

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ant : MonoBehaviour
{
// Start is called before the first frame update
public bool hasFood = false;
public sbyte foodSearch = -1; // 1 it has food, -1 it searches for food
public VoxelSpace voxelSpace;
public void sniff()
{
//zadanie 2.3
go();
}
void turnVerticaly() // /\ \/
{
gameObject.transform.rotation = Quaternion.Euler(0,90*(foodSearch*-1.0f)-90, 0);
}
void turnHorizontaly() // <-->
{
gameObject.transform.rotation = Quaternion.Euler(0,90*(foodSearch*-1.0f),0);
}
public void go()
{
gameObject.transform.position += gameObject.transform.forward * (1.0f/voxelSpace.animationFrames);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Settings
{
public int sizeX = 10;
public int sizeY = 10;
public int antsCount = 7;
public int fps = 30;
public int refreshFood = 1000;
public int weakenPheromones = 20;
}

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