// Function to update location public void update() { // As long as we aren't dragging the pendulum, let it swing! if (!dragging) { float G = 0.4f; // Arbitrary universal gravitational constant theta_acc = (-1 * G / r) * sin(theta); // Calculate acceleration (see: // http://www.myphysicslab.com/pendulum1.html) theta_vel += theta_acc; // Increment velocity theta_vel *= damping; // Arbitrary damping theta += theta_vel; // Increment theta } loc.setXY(r * sin(theta), r * cos(theta)); // Polar to cartesian conversion loc.add(origin); // Make sure the location is relative to the pendulum's origin }
void wander() { float wanderR = 10.0f; // radius for our "wander circle" float wanderD = 20.0f; // distance for our "wander circle" wandertheta += random(-1, 1); // randomly changet wander theta // now we have to calculate the new location to steer towards on the wander circle Vector3D v = vel.copy(); v.normalize(); // our heading float xoff = wanderD * v.x() + wanderR * cos(wandertheta); // x spot on circle based on heading float yoff = wanderD * v.y() + wanderR * sin(wandertheta); // y spot on circle based on heading Vector3D target = Vector3D.add(loc, new Vector3D(xoff, yoff)); // add the location acc.add(steer(target, false)); // steer towards it }
// function to update location void update() { vel.add(acc); loc.add(vel); timer -= 1.0f; }