fix weird merge breaking stuff

This commit is contained in:
JH159753 2022-10-30 23:55:33 -07:00
parent 385a1a9354
commit e9802c54ac
1 changed files with 1 additions and 150 deletions

151
Boid.pde
View File

@ -1,6 +1,6 @@
/// In this file, you will have to implement seek and waypoint-following
/// The relevant locations are marked with "TODO"
import java.util.*;
class Crumb
{
PVector position;
@ -18,61 +18,6 @@ class Crumb
class Boid
{
<<<<<<< HEAD
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 (waypoints != null) {
for (int i = 0; i<waypoints.size(); i++)
{
text(i, waypoints.get(i).x + 10, waypoints.get(i).y + 10);
}
}
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;
@ -91,7 +36,6 @@ class Boid
this.acceleration = acceleration;
this.rotational_acceleration = rotational_acceleration;
}
>>>>>>> 3d16b646a807cb7a2384072f4c267c5888644f96
void update(float dt)
{
@ -142,39 +86,6 @@ class Boid
kinematic.increaseSpeed(0.0, kinematic.getRotationalVelocity());
}
}
<<<<<<< HEAD
}
//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);
=======
@ -296,7 +207,6 @@ class Boid
}
>>>>>>> 3d16b646a807cb7a2384072f4c267c5888644f96
}
@ -341,64 +251,6 @@ class Boid
}
<<<<<<< HEAD
// //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<PVector> waypoints)
{
if(waypoints.size() == 0) return;
println("vector " + waypoints);
println("reverse vector " + waypoints);
int count = 0;
PVector stop = waypoints.get(0);
this.seek(stop);
PVector temp = waypoints.remove(0);
println("temp vector " + waypoints);
//follow(waypoints);
//this.target = waypoints.get(0);
//do{
// println("in while " + count);
////this.target = waypoints.get(count);
//this.target = waypoints.get(count);
//if(PVector.sub(this.target,this.kinematic.position).mag() < 40){
// count++;
//}
//}while(count < waypoints.size());
//count++;
//for(int i = 1; i < waypoints.size(); i++){
// println("dist " + PVector.sub(this.target,this.kinematic.position).mag());
// if(PVector.sub(this.target,this.kinematic.position).mag() < 40){
// this.seek(waypoints.get(i));
// this.target = waypoints.get(i);
// }
}
=======
// place crumbs, do not change
if (LEAVE_CRUMBS && (millis() - this.last_crumb > CRUMB_INTERVAL))
{
@ -461,5 +313,4 @@ class Boid
}
>>>>>>> 3d16b646a807cb7a2384072f4c267c5888644f96
}