revert to my most recent change
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b5b641fe64
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70
Boid.pde
70
Boid.pde
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@ -49,7 +49,7 @@ class Boid
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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 angleToTarget = 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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@ -59,13 +59,13 @@ 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 >= .1) {
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println("positive angle");
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kinematic.increaseSpeed(0.0, 2);
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//Need to rotate slower when the boid is closer to the target
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if (angleToTarget > directionalThreshold && direction.mag() > arrivalThreshold) {
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kinematic.increaseSpeed(0.0, +1);
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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 < -.1) {
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} else if (angleToTarget < -directionalThreshold && direction.mag() > arrivalThreshold) {
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kinematic.increaseSpeed(0.0, -1);
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//if the angle is within our threshold, stop our rotational velocity by rotating opposite
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@ -73,9 +73,9 @@ class Boid
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if (kinematic.getRotationalVelocity() > 0) {
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kinematic.increaseSpeed(0.0, -1);
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} else if (kinematic.getRotationalVelocity() < 0) {
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}
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else if (kinematic.getRotationalVelocity() < 0) {
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kinematic.increaseSpeed(0.0, 1);
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}
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}
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@ -86,35 +86,39 @@ class Boid
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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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kinematic.increaseSpeed(1,0);
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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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}
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//drawing a line for testing purposes
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//line(kinematic.position.x, kinematic.position.y, kinematic.position.x + direction.x, kinematic.position.y + direction.y);
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}
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// place crumbs, do not change
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@ -162,43 +166,13 @@ class Boid
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void seek(PVector target)
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{
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this.target = target;
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}
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int count = 0;
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//void follow(ArrayList<PVector> waypoints)
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//{
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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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int count = 0;
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//this.target = waypoints.get(0);
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do{
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print("in while");
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this.target = waypoints.get(count);
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count++;
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}while(PVector.sub(this.target,this.kinematic.position).mag() < 40);
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// TODO: change to follow *all* waypoints
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this.target = waypoints.get(0);
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}
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}
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