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Creating refactoring #3

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raynerhayl added 13 commits May 13, 2017 12:20
Master into workingCrowdSim
The potential field seems to be working, minus some edge cases, it's
also very slow on anything above 20 * 20. Need to change the algorithm
back to the case where it's not searching through all candidates each
iteration of the fast march, that is , it just updates their temporary
potentials.
Potential gradients are calculated and normalized in the groupGrids.
Speed at faces is calculated, currently working on interpolating speeds.
Speed values are updated, seems completely incorrect. Appears they're moving away from the goal.
Visualize velocity and potential gradient data.
It appears the solution to the potential field is incorrect, also a heap sort will be much more efficient.
Works on interactive rates now, still doesn't seem to solve the fastMarch algorithm how I'd like.
Potential Calculation seems more correct (now looks radial).

Seems to break when many agents are added (in the double dif method).

Also might not be so interactive after all, will have to look into the heap method being used at the moement.
Nothing consequential.
Set some of the visible gizmos
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