The ray class is mostly refactored, but the collision code needs to be debugged.

This commit is contained in:
Quinn
2023-04-08 10:18:56 -05:00
parent cd4ec2c819
commit 527615220f
6 changed files with 53 additions and 35 deletions

View File

@@ -6,9 +6,11 @@ import java.util.ArrayList;
import static processing.core.PApplet.*;
public class Ray extends Line{
float maxRayDistance = 1000;
//takes the starting position of the ray, the length of the ray, and it's casting angle (radians)
Ray(Vector startPosition, float angle){
super(startPosition, startPosition.add(new Vector(cos(angle), sin(angle))));
direction = direction.mul(maxRayDistance);
}
public void drawRay(PApplet proc){
@@ -17,9 +19,37 @@ public class Ray extends Line{
//checks to see at what coordinate the ray will collide with an object and sets the ray length to meet that point.
public void castRay(ArrayList<Wall> walls){
float maxRange = 1000;
float shortestWallDistance = maxRayDistance;
for(Wall wall : walls){
// TODO: find the intersection between the wall and ray.
Vector rayLine = this.getSlopeIntForm(); // stored as x:m, y:b
Vector wallLine = wall.getSlopeIntForm(); // m, b
// find the point where they intersect
float x = (wallLine.y - rayLine.y) / (rayLine.x - wallLine.x);
float y = rayLine.x * x + rayLine.y;
Vector intersect = new Vector(x, y);
// if the intersect doesn't actually lie on the wallLine, go to the next wall
float distAlongLine = intersect.sub(wall.getPosition()).mag();
float angleFromLine = wall.direction.angleDiff(intersect.sub(wall.position));
if(distAlongLine > wall.getLength() && abs(angleFromLine) < 5*PI/180){
continue;
}
// if the distance from the ray to the intersection is shorter than the shortestWallDistance, this is our new closest wall
float distance = this.position.sub(intersect).mag();
if(distance < shortestWallDistance){
shortestWallDistance = distance;
}
}
// if we collided with a wall, set the ray's length to the distance from it to the collision
if(shortestWallDistance != maxRayDistance){
this.direction = this.direction.normalize().mul(shortestWallDistance);
}
else{
this.direction = this.direction.normalize().mul(maxRayDistance);
}
}
@@ -27,10 +57,9 @@ public class Ray extends Line{
public float getRayLength(){return this.direction.mag();}
public float getAngle(){return atan2(this.direction.y, this.direction.x);}
public boolean hasCollided(){
return this.direction.mag() == 0;
return this.direction.mag() != maxRayDistance;
}
//returns the absolute position of the point
@@ -46,7 +75,7 @@ public class Ray extends Line{
this.position = newPosition;
}
public void setRayLength(int rayLength){this.direction = this.direction.normalize().mul(rayLength)}
public void setRayLength(int rayLength){this.direction = this.direction.normalize().mul(rayLength);}
public void setAngle(float angle){
float distance = this.direction.mag();