minor changes
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677492eb09
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8
Boid.pde
8
Boid.pde
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@ -109,8 +109,9 @@ class Boid
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//this checks if there's another target to go to
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if (currentTarget + 1 < waypoints.size()) {
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//if so, change the speed depending on the angle to the next target
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//This part isn't really implemented at all, and I need sleep
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//We can calculate the angle to the next target with the use of two vectors: one from our location to current target, one from current target to next target
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//use the dot product of those two vectors; this gives us the angle between them, and we can use that to calculate how much we should slow down
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@ -133,7 +134,8 @@ class Boid
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dotProductOfTargets = (dotProductOfTargets + 1) / 2;
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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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float idealSpeed = dotProductOfTargets * 80 + 10;
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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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if (kinematic.getSpeed() < idealSpeed) {
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kinematic.increaseSpeed(1,0);
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@ -150,7 +152,7 @@ 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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2
lab1.pde
2
lab1.pde
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@ -22,7 +22,7 @@ boolean show_help = false;
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boolean flocking_enabled = false;
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void setup() {
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size(800, 600);
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size(1000, 800);
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billy = new Boid(BILLY_START, BILLY_START_HEADING, BILLY_MAX_SPEED, BILLY_MAX_ROTATIONAL_SPEED, BILLY_MAX_ACCELERATION, BILLY_MAX_ROTATIONAL_ACCELERATION);
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randomSeed(0);
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