add slower acceleration dependent on angle
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e428c1793b
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30
Boid.pde
30
Boid.pde
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@ -56,6 +56,8 @@ class Boid
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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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@ -63,19 +65,13 @@ class Boid
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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 > directionalThreshold && direction.mag() > 30) {
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if (angleToTarget > directionalThreshold) {
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kinematic.increaseSpeed(0.0, +1);
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} else if (angleToTarget > directionalThreshold && direction.mag() > 15) {
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kinematic.increaseSpeed(0.0, +.5);
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//if the angle is smaller than the threshold in the negative direction, rotate clockwise
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} else if (angleToTarget < -directionalThreshold && direction.mag() > 30) {
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} else if (angleToTarget < -directionalThreshold) {
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kinematic.increaseSpeed(0.0, -1);
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} else if (angleToTarget < -directionalThreshold && direction.mag() > 15) {
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kinematic.increaseSpeed(0.0, -.5);
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//if the angle is within our threshold, stop our rotational velocity by rotating opposite
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} else if (directionalThreshold > angleToTarget) {
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@ -88,8 +84,6 @@ class Boid
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}
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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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@ -135,12 +129,20 @@ class Boid
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//use an ideal speed for our boid, to tell it to either speed up or slow down whether it's going faster than this or not
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//Square the dot product that's been normalized; it'll change the curve so it slows down more
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float idealSpeed = (dotProductOfTargets) * 80 + 5;
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float idealSpeed = (dotProductOfTargets) * 80 + 10;
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//Also use an acceleration factor, dependent on the direction our boid is facing vs the direction it needs to go
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//if angleToTarget is high, low acceleration. If it's low, high acceleration
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//angleToTarget can be from neg pi to pi, so use its absolute value
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float acceleration = pow((PI - abs(angleToTarget)) / PI, 10);
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if (kinematic.getSpeed() < idealSpeed) {
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kinematic.increaseSpeed(1,0);
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kinematic.increaseSpeed(acceleration,0);
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} else if (kinematic.getSpeed() > idealSpeed) {
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kinematic.increaseSpeed(-1,0);
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kinematic.increaseSpeed(-acceleration,0);
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}
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@ -152,7 +154,7 @@ class Boid
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//Ideal speed here should be 80 at dist 85, and reduce linearly from there, hitting 0 at 5 units?
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//This can be changed later if it isn't good
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float idealSpeed = (1 * direction.mag() + 5);
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float idealSpeed = (1 * direction.mag() - 5);
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//if idealSpeed is "negative" we should just set it to 0
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if (idealSpeed < 0) {
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