Mesh.T t = goal.newT(p0, p1, p2, n, 0);
}
- goal.ignorecollision = true;
-
// rotate to align major axis -- this probably needs to be done by a human.
goal.transform(Matrix.rotate(new Vec(0, 0, 1), (float)(Math.PI/2)));
//v = v.plus(v2.norm().times(1/(float)300));
v = v2.norm().times(1/(float)300);
- boolean good = p.move(v);
+ Matrix m = Matrix.translate(v);
+
+ boolean good = p.move(m, false);
if (!good) { misses++; return; }
- p.reComputeErrorAround();
+ //p.reComputeErrorAround();
double new_tile_error = tile.error();
double new_goal_error = goal.error();
//System.out.println("error: " + tile_error + " / " + goal_error);
hits++;
} else {
- p.move(v.times(-1));
+ p.move(Matrix.translate(v.times(-1)), true);
misses++;
}
}