From 6c01c80bfa97fd5b9fb4610dc1eeaa400661f273 Mon Sep 17 00:00:00 2001 From: JH159753 Date: Tue, 27 Sep 2022 20:57:11 -0700 Subject: [PATCH] revert to my most recent change --- Boid.pde | 336 +++++++++++++++++++++++++------------------------------ 1 file changed, 155 insertions(+), 181 deletions(-) diff --git a/Boid.pde b/Boid.pde index 512e288..6bf7396 100644 --- a/Boid.pde +++ b/Boid.pde @@ -6,199 +6,173 @@ class Crumb PVector position; Crumb(PVector position) { - this.position = position; + this.position = position; } void draw() { - fill(255); - noStroke(); - circle(this.position.x, this.position.y, CRUMB_SIZE); + fill(255); + noStroke(); + circle(this.position.x, this.position.y, CRUMB_SIZE); } } class Boid { - Crumb[] crumbs = {}; - int last_crumb; - float acceleration; - float rotational_acceleration; - KinematicMovement kinematic; - PVector target; - - Boid(PVector position, float heading, float max_speed, float max_rotational_speed, float acceleration, float rotational_acceleration) - { - this.kinematic = new KinematicMovement(position, heading, max_speed, max_rotational_speed); - this.last_crumb = millis(); - this.acceleration = acceleration; - this.rotational_acceleration = rotational_acceleration; - } - - void update(float dt) - { - if (target != null) - { - // TODO: Implement seek here - - - //This makes a vector with the direction our boid needs to go to - PVector direction = PVector.sub(target, kinematic.position); - - //atan2(direction.y, direction.x) will return the direction we need to go in radians - - //print direction we need to go and the direction we are facing right now - //println(atan2(direction.y, direction.x) + " " + normalize_angle_left_right(kinematic.getHeading())); - - float directionalThreshold = .1; - float angleToTarget = normalize_angle_left_right(atan2(direction.y, direction.x) - normalize_angle_left_right(kinematic.getHeading())); - float arrivalThreshold = 60.0; - - //This just draws a circle for visual debugging purposes - circle(target.x, target.y, 3); - - //prints the angle to the target - //println(angleToTarget); - - //if the angle is larger than the threshold in the positive direction, rotate counterclockwise - if (angleToTarget >= .1) { - println("positive angle"); - kinematic.increaseSpeed(0.0, 2); - + Crumb[] crumbs = {}; + int last_crumb; + float acceleration; + float rotational_acceleration; + KinematicMovement kinematic; + PVector target; + + Boid(PVector position, float heading, float max_speed, float max_rotational_speed, float acceleration, float rotational_acceleration) + { + this.kinematic = new KinematicMovement(position, heading, max_speed, max_rotational_speed); + this.last_crumb = millis(); + this.acceleration = acceleration; + this.rotational_acceleration = rotational_acceleration; + } + void update(float dt) + { + if (target != null) + { + // TODO: Implement seek here + + + //This makes a vector with the direction our boid needs to go to + PVector direction = PVector.sub(target, kinematic.position); + + //atan2(direction.y, direction.x) will return the direction we need to go in radians + + //print direction we need to go and the direction we are facing right now + //println(atan2(direction.y, direction.x) + " " + normalize_angle_left_right(kinematic.getHeading())); + + float directionalThreshold = .1; + float angleToTarget = atan2(direction.y, direction.x) - normalize_angle_left_right(kinematic.getHeading()); + float arrivalThreshold = 60.0; + + //This just draws a circle for visual debugging purposes + circle(target.x, target.y, 3); + + //prints the angle to the target + //println(angleToTarget); + + //if the angle is larger than the threshold in the positive direction, rotate counterclockwise + //Need to rotate slower when the boid is closer to the target + + if (angleToTarget > directionalThreshold && direction.mag() > arrivalThreshold) { + kinematic.increaseSpeed(0.0, +1); + //if the angle is smaller than the threshold in the negative direction, rotate clockwise - } else if (angleToTarget < -.1) { - kinematic.increaseSpeed(0.0, -1); - - //if the angle is within our threshold, stop our rotational velocity by rotating opposite - } else if (directionalThreshold > angleToTarget) { - - if (kinematic.getRotationalVelocity() > 0) { + } else if (angleToTarget < -directionalThreshold && direction.mag() > arrivalThreshold) { kinematic.increaseSpeed(0.0, -1); - } else if (kinematic.getRotationalVelocity() < 0) { - kinematic.increaseSpeed(0.0, 1); - + + //if the angle is within our threshold, stop our rotational velocity by rotating opposite + } else if (directionalThreshold > angleToTarget) { + + if (kinematic.getRotationalVelocity() > 0) { + kinematic.increaseSpeed(0.0, -1); + } + else if (kinematic.getRotationalVelocity() < 0) { + kinematic.increaseSpeed(0.0, 1); + } } - } - - - - //Sometimes our Boid just goes and does weird things and I don't know why - - //if the target is outside its arrival threshold, accelerate. - //if the target is inside its arrival threshold, accelerate backwards until the speed is 0. - if (direction.mag() > arrivalThreshold) { - //println("main if"); - kinematic.increaseSpeed(.5, 0); - } else if (direction.mag() < arrivalThreshold) { - //Need more specific code here to handle arrivals correctly - - if (kinematic.getSpeed() < 40 && direction.mag() > 30) { - //println("if 1"); - kinematic.increaseSpeed(1, 0); - } else if (kinematic.getSpeed() < 20 && direction.mag() > 15) { - //println("if .75"); - kinematic.increaseSpeed(.75, 0); - } else if (kinematic.getSpeed() < 10 && direction.mag() > 5) { - //println("if .5"); - kinematic.increaseSpeed(.5, 0); - } else if (kinematic.getSpeed() < 5 && direction.mag() < 5) { - //println("if -kin"); - //This should ensure that the boid's speed can be dropped to exactly 0 so we don't have stuttering - - kinematic.increaseSpeed(-kinematic.getSpeed(), 0); - } else { - println("else"); - kinematic.increaseSpeed(-1, 0); + + + + //Sometimes our Boid just goes and does weird things and I don't know why + + //if the target is outside its arrival threshold, accelerate. + //if the target is inside its arrival threshold, accelerate backwards until the speed is 0. + if (direction.mag() > arrivalThreshold) { + kinematic.increaseSpeed(1,0); + } else if (direction.mag() < arrivalThreshold) { + //Need more specific code here to handle arrivals correctly + + if (kinematic.getSpeed() < 40 && direction.mag() > 30) { + kinematic.increaseSpeed(1,0); + } else if (kinematic.getSpeed() < 20 && direction.mag() > 15) { + kinematic.increaseSpeed(.75,0); + } else if (kinematic.getSpeed() < 10 && direction.mag() > 5) { + kinematic.increaseSpeed(.5,0); + } else if (kinematic.getSpeed() < 5 && direction.mag() < 5) { + //This should ensure that the boid's speed can be dropped to exactly 0 so we don't have stuttering + kinematic.increaseSpeed(-kinematic.getSpeed(),0); + } else { + kinematic.increaseSpeed(-1,0); + } + + } - } - - - - //drawing a line for testing purposes - //line(kinematic.position.x, kinematic.position.y, kinematic.position.x + direction.x, kinematic.position.y + direction.y); - } - - // place crumbs, do not change - if (LEAVE_CRUMBS && (millis() - this.last_crumb > CRUMB_INTERVAL)) - { - this.last_crumb = millis(); - this.crumbs = (Crumb[])append(this.crumbs, new Crumb(this.kinematic.position)); - if (this.crumbs.length > MAX_CRUMBS) - this.crumbs = (Crumb[])subset(this.crumbs, 1); - } - - // do not change - this.kinematic.update(dt); - - draw(); - } - - void draw() - { - for (Crumb c : this.crumbs) - { - c.draw(); - } - - fill(255); - noStroke(); - float x = kinematic.position.x; - float y = kinematic.position.y; - float r = kinematic.heading; - circle(x, y, BOID_SIZE); - // front - float xp = x + BOID_SIZE*cos(r); - float yp = y + BOID_SIZE*sin(r); - - // left - float x1p = x - (BOID_SIZE/2)*sin(r); - float y1p = y + (BOID_SIZE/2)*cos(r); - - // right - float x2p = x + (BOID_SIZE/2)*sin(r); - float y2p = y - (BOID_SIZE/2)*cos(r); - triangle(xp, yp, x1p, y1p, x2p, y2p); - } - - void seek(PVector target) - { - this.target = target; - } -int count = 0; - - //void follow(ArrayList waypoints) - //{ + + + + //drawing a line for testing purposes + //line(kinematic.position.x, kinematic.position.y, kinematic.position.x + direction.x, kinematic.position.y + direction.y); + + + + + + + + + + } - // //println("func count " + count); - // if(count > waypoints.size() - 1){ - // this.target = waypoints.get(0); - // return; - // } - // else { - // // TODO: change to follow *all* waypoints - // println("count " + count); - // this.target = waypoints.get(count); - // PVector temp = waypoints.remove(count); - // count++; - // //count--; - - // follow(waypoints); - // } - - //} - void follow(ArrayList waypoints) - { - int count = 0; - //this.target = waypoints.get(0); - do{ - - - print("in while"); - this.target = waypoints.get(count); - count++; - - }while(PVector.sub(this.target,this.kinematic.position).mag() < 40); - - - - } + // place crumbs, do not change + if (LEAVE_CRUMBS && (millis() - this.last_crumb > CRUMB_INTERVAL)) + { + this.last_crumb = millis(); + this.crumbs = (Crumb[])append(this.crumbs, new Crumb(this.kinematic.position)); + if (this.crumbs.length > MAX_CRUMBS) + this.crumbs = (Crumb[])subset(this.crumbs, 1); + } + + // do not change + this.kinematic.update(dt); + + draw(); + } + + void draw() + { + for (Crumb c : this.crumbs) + { + c.draw(); + } + + fill(255); + noStroke(); + float x = kinematic.position.x; + float y = kinematic.position.y; + float r = kinematic.heading; + circle(x, y, BOID_SIZE); + // front + float xp = x + BOID_SIZE*cos(r); + float yp = y + BOID_SIZE*sin(r); + + // left + float x1p = x - (BOID_SIZE/2)*sin(r); + float y1p = y + (BOID_SIZE/2)*cos(r); + + // right + float x2p = x + (BOID_SIZE/2)*sin(r); + float y2p = y - (BOID_SIZE/2)*cos(r); + triangle(xp, yp, x1p, y1p, x2p, y2p); + } + + void seek(PVector target) + { + this.target = target; + + } + + void follow(ArrayList waypoints) + { + // TODO: change to follow *all* waypoints + this.target = waypoints.get(0); + + } }