fix last convex polygon
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a41403e080
commit
155e804b95
151
Boid.pde
151
Boid.pde
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@ -1,6 +1,6 @@
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/// In this file, you will have to implement seek and waypoint-following
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/// The relevant locations are marked with "TODO"
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import java.util.*;
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class Crumb
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{
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PVector position;
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@ -18,61 +18,6 @@ class Crumb
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class Boid
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{
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<<<<<<< HEAD
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Crumb[] crumbs = {};
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int last_crumb;
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float acceleration;
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float rotational_acceleration;
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KinematicMovement kinematic;
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PVector target;
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Boid(PVector position, float heading, float max_speed, float max_rotational_speed, float acceleration, float rotational_acceleration)
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{
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this.kinematic = new KinematicMovement(position, heading, max_speed, max_rotational_speed);
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this.last_crumb = millis();
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this.acceleration = acceleration;
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this.rotational_acceleration = rotational_acceleration;
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}
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void update(float dt)
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{
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if (waypoints != null) {
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for (int i = 0; i<waypoints.size(); i++)
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{
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text(i, waypoints.get(i).x + 10, waypoints.get(i).y + 10);
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}
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}
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if (target != null)
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{
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// TODO: Implement seek here
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//This makes a vector with the direction our boid needs to go to
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PVector direction = PVector.sub(target, kinematic.position);
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//atan2(direction.y, direction.x) will return the direction we need to go in radians
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//print direction we need to go and the direction we are facing right now
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//println(atan2(direction.y, direction.x) + " " + normalize_angle_left_right(kinematic.getHeading()));
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float directionalThreshold = .1;
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float angleToTarget = normalize_angle_left_right(atan2(direction.y, direction.x) - normalize_angle_left_right(kinematic.getHeading()));
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float arrivalThreshold = 60.0;
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//This just draws a circle for visual debugging purposes
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circle(target.x, target.y, 3);
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//prints the angle to the target
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//println(angleToTarget);
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//if the angle is larger than the threshold in the positive direction, rotate counterclockwise
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if (angleToTarget >= .1) {
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//println("positive angle");
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kinematic.increaseSpeed(0.0, 2);
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=======
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Crumb[] crumbs = {};
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int last_crumb;
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float acceleration;
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@ -91,7 +36,6 @@ class Boid
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this.acceleration = acceleration;
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this.rotational_acceleration = rotational_acceleration;
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}
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>>>>>>> 3d16b646a807cb7a2384072f4c267c5888644f96
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void update(float dt)
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{
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@ -142,39 +86,6 @@ class Boid
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kinematic.increaseSpeed(0.0, kinematic.getRotationalVelocity());
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}
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}
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<<<<<<< HEAD
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}
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//Sometimes our Boid just goes and does weird things and I don't know why
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//if the target is outside its arrival threshold, accelerate.
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//if the target is inside its arrival threshold, accelerate backwards until the speed is 0.
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if (direction.mag() > arrivalThreshold) {
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//println("main if");
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kinematic.increaseSpeed(.5, 0);
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} else if (direction.mag() < arrivalThreshold) {
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//Need more specific code here to handle arrivals correctly
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if (kinematic.getSpeed() < 40 && direction.mag() > 30) {
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//println("if 1");
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kinematic.increaseSpeed(1, 0);
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} else if (kinematic.getSpeed() < 20 && direction.mag() > 15) {
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//println("if .75");
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kinematic.increaseSpeed(.75, 0);
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} else if (kinematic.getSpeed() < 10 && direction.mag() > 5) {
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//println("if .5");
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kinematic.increaseSpeed(.5, 0);
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} else if (kinematic.getSpeed() < 5 && direction.mag() < 5) {
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//println("if -kin");
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//This should ensure that the boid's speed can be dropped to exactly 0 so we don't have stuttering
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kinematic.increaseSpeed(-kinematic.getSpeed(), 0);
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} else {
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//println("else");
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kinematic.increaseSpeed(-1, 0);
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=======
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@ -283,7 +194,6 @@ class Boid
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}
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>>>>>>> 3d16b646a807cb7a2384072f4c267c5888644f96
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}
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@ -328,64 +238,6 @@ class Boid
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}
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<<<<<<< HEAD
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// //println("func count " + count);
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// if(count > waypoints.size() - 1){
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// this.target = waypoints.get(0);
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// return;
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// }
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// else {
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// // TODO: change to follow *all* waypoints
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// println("count " + count);
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// this.target = waypoints.get(count);
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// PVector temp = waypoints.remove(count);
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// count++;
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// //count--;
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// follow(waypoints);
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// }
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//}
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void follow(ArrayList<PVector> waypoints)
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{
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if(waypoints.size() == 0) return;
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println("vector " + waypoints);
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println("reverse vector " + waypoints);
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int count = 0;
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PVector stop = waypoints.get(0);
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this.seek(stop);
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PVector temp = waypoints.remove(0);
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println("temp vector " + waypoints);
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//follow(waypoints);
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//this.target = waypoints.get(0);
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//do{
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// println("in while " + count);
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////this.target = waypoints.get(count);
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//this.target = waypoints.get(count);
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//if(PVector.sub(this.target,this.kinematic.position).mag() < 40){
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// count++;
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//}
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//}while(count < waypoints.size());
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//count++;
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//for(int i = 1; i < waypoints.size(); i++){
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// println("dist " + PVector.sub(this.target,this.kinematic.position).mag());
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// if(PVector.sub(this.target,this.kinematic.position).mag() < 40){
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// this.seek(waypoints.get(i));
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// this.target = waypoints.get(i);
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// }
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}
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=======
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// place crumbs, do not change
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if (LEAVE_CRUMBS && (millis() - this.last_crumb > CRUMB_INTERVAL))
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{
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@ -448,5 +300,4 @@ class Boid
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}
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>>>>>>> 3d16b646a807cb7a2384072f4c267c5888644f96
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}
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51
NavMesh.pde
51
NavMesh.pde
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@ -126,7 +126,7 @@ class NavMesh
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//}
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for (Node a: nodes)
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{
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//this is terrible for efficiency i'm so sorry
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for (Node b: nodes)
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{
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if (b.equals(a)) continue;
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@ -167,12 +167,11 @@ class NavMesh
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int next_index = i+1;
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if (next_index > node_verts.size()-1) next_index = 0;
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polygon_1.add( new Wall(node_verts.get(i), node_verts.get(next_index)) );
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polygon_1.add(new Wall(node_verts.get(i), node_verts.get(next_index)));
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}
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//for polygon_2
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//a little bit tricker, since poly b has a disjunction between vertex indices
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//the loop is thus different for constructing b
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//start from index_2 and go further until you hit index A. You are guaranteed to finish the polygon once you connect A and B.
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int i = index_2;
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boolean completedpolygon_2 = false;
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@ -191,30 +190,22 @@ class NavMesh
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}
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//we'll create a node to store poly a
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Node nodeA = new Node(recursionDepth+"A", polygon_1);
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setIndices(nodeA);
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nodes.add(nodeA);
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//the same goes for b
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Node nodeB = new Node(recursionDepth+"B", polygon_2);
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setIndices(nodeB);
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nodes.add(nodeB);
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//this portion is not at all necessary for the program to function but it helps when debugging
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recursionDepth++;
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if (recursionDepth == maxDepth) return;
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//polygons are added to the node list, in order of A and B
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//0.[NODE 0A]
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//1.[NODE 0B]
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//findReflexVertex will return -1 if the shape is all good
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//remove the bad nodes from the list and add in two new ones
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//order in the node list has no effect on neighboursing
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//the node list functions identically to a bag in that regard
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if (findReflexVertex(polygon_1) != -1) {
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nodes.remove(nodeA);
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convexDecomposition(nodeA);
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@ -229,18 +220,21 @@ class NavMesh
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int findReflexVertex(ArrayList<Wall> polygon)
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{
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for (int i = 0; i<polygon.size() - 1; i++)
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for (int i = 0; i<polygon.size(); i++)
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{
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// finding the reflex angle by finding where it turns right
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if (polygon.get(i).normal.dot(polygon.get(i + 1).direction) >= 0) {
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return i + 1;
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int j = i + 1;
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// for index out of bounds
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if( j >= polygon.size()) j = 0;
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if (polygon.get(i).normal.dot(polygon.get(j).direction) >= 0) {
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return j;
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}
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}
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return -1;
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}
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//given a reflexive index, find a vertex that you can go to without intersection another wall
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int joiningVertex(ArrayList<Wall> polygon, int convex_index)
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{
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//you need the PVectors for this one
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@ -250,10 +244,9 @@ class NavMesh
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vertices.add(w.start);
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}
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//our "bad" point
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PVector pointAtIndex = vertices.get(convex_index);
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//we don't need to consider the vertex's neighbours since they obviously can't be connected to
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int next_index = convex_index + 1;
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if (next_index >= vertices.size()) next_index = 0;
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@ -262,7 +255,7 @@ class NavMesh
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for (int potentialConnecting = vertices.size()-1; potentialConnecting>=0; potentialConnecting--)
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{
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//skip neighbours and the bad point
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if (potentialConnecting == next_index || potentialConnecting == convex_index || potentialConnecting == lastIndex) continue;
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PVector potentialConnectingPoint = vertices.get(potentialConnecting);
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@ -285,12 +278,12 @@ class NavMesh
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int joining_index = joiningVertex(node.polygon, convex_index);
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if (joining_index == -1) return;
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// split polygons from small index to the max index
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splitMap(node, min(convex_index, joining_index), max(convex_index, joining_index));
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}
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//creates a hashmap with key PVector and value Integer
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//creating a hashmap for this removes the risk of directly comparing PVectors since it should look by reference instead of value
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void setVertexMap(Map map)
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{
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//clear all lookups and map vectors
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@ -379,10 +372,10 @@ class NavMesh
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frontier.add(new SearchFrontier(neighbours, first_frontier, node_dest.findCenter()));
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}
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}
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//first in frontier no longer required
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frontier.remove(0);
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//sort via lambda function
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//shorter paths have priority
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frontier.sort((a,b) -> {
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if (a.heuristicSum() > b.heuristicSum()) return 1;
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else if (a.heuristicSum() < b.heuristicSum()) return -1;
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@ -400,7 +393,7 @@ class NavMesh
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//given a list of frontiers, create a PVector path from the start to dest
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ArrayList<PVector> findDestPath(PVector dest, Node node_start, ArrayList<SearchFrontier> genPath)
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{
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//we're going to build this list up from the end and then reverse it.
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ArrayList<PVector> res = new ArrayList<PVector>();
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//add the end
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