Everything can now be drawn
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14
src/Ray.java
14
src/Ray.java
@@ -1,3 +1,4 @@
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import Graph.*;
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import Vector.*;
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import processing.core.PApplet;
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@@ -26,10 +27,10 @@ public class Ray extends Line {
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//checks to see at what coordinate the ray will collide with an object and sets the ray length to meet that point.
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public void castRay(ArrayList<Wall> walls){
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public void castRay(PointGraph map){
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float shortestWallDistance = maxRayDistance;
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int[] newColor = new int[]{255, 255, 255};
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for(Wall wall : walls){
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ArrayList<LineEdge> walls = map.getAllEdges();
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for(LineEdge wall : walls){
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// get the necessary vectors for two parameterized lines
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// parameterized lines are of the form L = d*t + p
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@@ -51,7 +52,6 @@ public class Ray extends Line {
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float distance = d1.mul(t).add(p1).sub(this.position).mag();
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if(distance < shortestWallDistance){
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shortestWallDistance = distance;
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newColor = new int[]{wall.r, wall.g, wall.b};
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}
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}
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@@ -59,11 +59,9 @@ public class Ray extends Line {
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// if we collided with a wall, set the ray's length to the distance from it to the collision
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if(shortestWallDistance != maxRayDistance){
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this.direction = this.direction.normalize().mul(shortestWallDistance);
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this.color = newColor;
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}
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else{
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this.direction = this.direction.normalize().mul(maxRayDistance);
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this.color = new int[]{255, 255, 255};
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}
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}
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@@ -92,8 +90,8 @@ public class Ray extends Line {
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public void setRayLength(int rayLength){this.direction = this.direction.normalize().mul(rayLength);}
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public void setAngle(float angle){
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float distance = this.direction.mag();
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this.direction = new Vector(cos(angle), sin(angle)).mul(distance);
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float currentAngle = direction.angle();
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this.direction = direction.rotate2D(angle - currentAngle);
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}
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}
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