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This the latest progress we made on this branch. Need to apply A star…
… to find optimal path. Some errors in path generation.
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class NewPath { | ||
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// A Path is an arraylist of points (PVector objects) | ||
ArrayList<ArrayList<PVector>> Points; | ||
ArrayList<PVector>Layer; | ||
ArrayList<PVector>points; | ||
// A path has a radius, i.e how far is it ok for the boid to wander off | ||
//float radius; | ||
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NewPath() | ||
{ | ||
// Arbitrary radius of 30 | ||
//radius = 30; | ||
Points = new ArrayList<ArrayList<PVector>>(); | ||
//Layer=new ArrayList<PVector>(); | ||
points=new ArrayList<PVector>(); | ||
} | ||
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//Leave for meshinh the track for A* algorithm to be apllied. | ||
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} |
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