UE5.1_Niagara高级3.9_ Boids
3.9 Boids【鸟群算法】
Boids will ignore particles that aren't "Awake".
【鸟群会忽视没有唤醒的粒子】
Avoid distance field Surfaces_GPU pushes boids away from both the nearest surfaces and surfaces directly in front of the particles.
【避免距离场表面GPU把鸟群从最近表面和前方表面推开】
Gravity constrains the particles to the area that is most interesting.
【重力限制粒子到有吸引力的地方】
We're holding off on running the final solve until the boid forces can be calculated in a final simulation stage. For that reason, we're writing Transient.PhysicsForce to a particle parameter so it can be later referenced in a simulation stack.
【我们把力的结算推迟到最后的模拟阶段。因此,我们将临时物理力写进粒子参数,使它能在模拟堆叠中被引用】
"Boid Force" pulls particles near a common center (Cohesion Force) and pushes them away from each other when they're too close (Avoidance Force) and "Velocity Matching" allows them to follow each others lead.
【鸟群力把粒子推向附近的一个共同中心(内聚力),并当它们相互靠得太近时推离开它们(避免力),和速度匹配允许它们相互领头飞行】
Boids appear unnatural if they turn too quickly. Setting a min speed, a max speed and an acceleration limit can help us ensure that they look plausible.
【群鸟如果调头太快会显得不真实。设置一个最低速度,一个最高速度,和一个加速度限制,能帮助我们确保它们看起来更真实】
Flight orientation gracefully rotates the mesh and banks the models as it rotates through space.
【飞行朝向优雅地旋转网格体和当它在空间旋转时倾斜模型】
We write out debug variables here.
【我们在这写出调试参数】
A number of renderers here are used to debug various vectors.
Feel free to enable them to see some of the data that we compute internally.
【这里的许多渲染器是用来调试各种向量的】
【随意开启它们来查看我们计算的某些数据】
Avoid Distance Field Surface GPU【躲避距离场表面GPU】模组
Active【激活】
Nearest Surface Avoidance Strength【最近表面躲避强度】:推离最近表面的力的强度
Falloff Distance【衰减距离】:到有影响力的距离场表面的最大距离,即开始施加推离力的距离
Obstacle Avoidance Strength【障碍物躲避强度】:推离障碍物的力的强度
Max Trace Distance【最大追踪距离】:障碍物小于此距离时生成推离力
Trace Vector【追踪向量】:检测障碍物的方向