add random params
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@ -35,9 +35,10 @@
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MatrixPanel_I2S_DMA *matrix = nullptr;
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MatrixPanel_I2S_DMA *matrix = nullptr;
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#define NUM_AGENTS 128
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#define NUM_AGENTS 128
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#define AGENT_MOVE_DISTANCE 1
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//#define AGENT_MOVE_DISTANCE 1
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#define AGENT_DROP_AMOUNT 1
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#define AGENT_DROP_AMOUNT 1
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#define AGENT_ANGLE 0.175
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//#define AGENT_ANGLE 0.175
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#define NUM_ITERATIONS 1000
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#define NUM_ITERATIONS 1000
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typedef struct {
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typedef struct {
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int x_position;
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int x_position;
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@ -45,6 +46,11 @@ typedef struct {
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float heading;
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float heading;
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} SlimeAgent;
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} SlimeAgent;
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int AGENT_MOVE_DISTANCE;
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float AGENT_SENSOR_DISTANCE;
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float AGENT_MOVE_ANGLE;
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float AGENT_SENSOR_ANGLE;
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float attractant[PANEL_WIDTH][PANEL_HEIGHT] = {};
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float attractant[PANEL_WIDTH][PANEL_HEIGHT] = {};
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int iterations = 0;
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int iterations = 0;
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SlimeAgent agents[NUM_AGENTS];
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SlimeAgent agents[NUM_AGENTS];
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@ -71,6 +77,10 @@ void init_attractant() {
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}
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}
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void init_agents() {
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void init_agents() {
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AGENT_MOVE_DISTANCE = 1; //random(1, 3);
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AGENT_MOVE_ANGLE = random(0, 334) / 1000.0;
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AGENT_SENSOR_ANGLE = random(0, 334) / 1000.0;
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AGENT_SENSOR_DISTANCE = random(100, 400) / 1000.0;
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for(int a = 0; a < NUM_AGENTS; a++) {
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for(int a = 0; a < NUM_AGENTS; a++) {
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float angle = ((PI * 2) / NUM_AGENTS) * a;
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float angle = ((PI * 2) / NUM_AGENTS) * a;
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//agents[a].x_position = 31 + round(10*sin(angle));
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//agents[a].x_position = 31 + round(10*sin(angle));
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@ -281,23 +291,23 @@ void loop() {
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agents[a].heading += (random(-1,2) *2 - 1 ) * 30 / 100.0 * PI*2;
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agents[a].heading += (random(-1,2) *2 - 1 ) * 30 / 100.0 * PI*2;
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}
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}
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// sample step
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// sample step
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int front_x = round(agents[a].x_position + cos(agents[a].heading) * AGENT_MOVE_DISTANCE);
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int front_x = round(agents[a].x_position + cos(agents[a].heading) * AGENT_SENSOR_DISTANCE);
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int front_y = round(agents[a].y_position + sin(agents[a].heading) * AGENT_MOVE_DISTANCE);
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int front_y = round(agents[a].y_position + sin(agents[a].heading) * AGENT_SENSOR_DISTANCE);
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int left_x = round(agents[a].x_position + cos(agents[a].heading - (AGENT_ANGLE * (PI * 2))));
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int left_x = round(agents[a].x_position + cos(agents[a].heading - (AGENT_SENSOR_ANGLE * (PI * 2))) * AGENT_SENSOR_DISTANCE);
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int left_y = round(agents[a].y_position + sin(agents[a].heading - (AGENT_ANGLE * (PI * 2))));
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int left_y = round(agents[a].y_position + sin(agents[a].heading - (AGENT_SENSOR_ANGLE * (PI * 2))) * AGENT_SENSOR_DISTANCE);
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int right_x = round(agents[a].x_position + cos(agents[a].heading + (AGENT_ANGLE * (PI * 2))));
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int right_x = round(agents[a].x_position + cos(agents[a].heading + (AGENT_SENSOR_ANGLE * (PI * 2))) * AGENT_SENSOR_DISTANCE);
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int right_y = round(agents[a].y_position + sin(agents[a].heading + (AGENT_ANGLE * (PI * 2))));
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int right_y = round(agents[a].y_position + sin(agents[a].heading + (AGENT_SENSOR_ANGLE * (PI * 2))) * AGENT_SENSOR_DISTANCE);
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float front_value = attractant[front_x][front_y];
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float front_value = attractant[front_x][front_y];
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float left_value = attractant[left_x][left_y];
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float left_value = attractant[left_x][left_y];
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float right_value = attractant[right_x][right_y];
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float right_value = attractant[right_x][right_y];
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if (front_value > right_value and front_value > left_value) {
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if (front_value > right_value and front_value > left_value) {
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;
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;
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} else if (front_value < right_value and front_value < left_value) {
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} else if (front_value < right_value and front_value < left_value) {
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agents[a].heading += (random(0, 2) * 2 - 1) * (AGENT_ANGLE / 100.0) * (PI*2) ;
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agents[a].heading += (random(0, 2) * 2 - 1) * (AGENT_MOVE_ANGLE / 100.0) * (PI*2) ;
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} else if (left_value > right_value) {
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} else if (left_value > right_value) {
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agents[a].heading -= AGENT_ANGLE * (PI * 2);
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agents[a].heading -= AGENT_MOVE_ANGLE * (PI * 2);
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} else {
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} else {
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agents[a].heading += AGENT_ANGLE * (PI * 2);
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agents[a].heading += AGENT_MOVE_ANGLE * (PI * 2);
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}
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}
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}
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}
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iterations++;
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iterations++;
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