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

@@ -39,7 +39,7 @@ public class Car{
proc.stroke(255); proc.stroke(255);
proc.ellipse(pose.x, pose.y, carWidth, carLength); proc.ellipse(pose.x, pose.y, carWidth, carLength);
this.updateScan(walls); this.updateScan(walls);
this.slam.drawLines(); // this.slam.drawLines();
} }
//With all the views that the car has, get their point list //With all the views that the car has, get their point list
@@ -50,7 +50,7 @@ public class Car{
for(View view : views){ for(View view : views){
ArrayList<Vector> pointList = view.getPoints(); ArrayList<Vector> pointList = view.getPoints();
slam.RANSAC(pointList, view.getFOV() / view.getRayNum()); // slam.RANSAC(pointList, view.getFOV() / view.getRayNum());
} }
} }

View File

@@ -78,6 +78,8 @@ public class Line{
screen.line(position.x, position.y, endPoint.x, endPoint.y); screen.line(position.x, position.y, endPoint.x, endPoint.y);
} }
public float getAngle(){return atan2(this.direction.y, this.direction.x);}
/** /**
* @param point * @param point
* @return the smallest distance from the point to this line * @return the smallest distance from the point to this line

View File

@@ -6,7 +6,6 @@ public class Processing extends PApplet {
Car car; Car car;
ArrayList<Wall> objects = new ArrayList<>(); ArrayList<Wall> objects = new ArrayList<>();
public static PApplet processing; public static PApplet processing;
public static void main(String[] args) { public static void main(String[] args) {
@@ -25,10 +24,12 @@ public class Processing extends PApplet {
} }
public void draw(){ public void draw(){
background(0); background(0);
// for(Wall object : objects){ for(Wall object : objects){
// object.drawWall(); object.drawWall();
// } }
car.drawCar(objects); car.drawCar(objects);
strokeWeight(2);
stroke(255);
//car.drive(new int[] {0, 0}); //car.drive(new int[] {0, 0});
} }

View File

@@ -6,9 +6,11 @@ import java.util.ArrayList;
import static processing.core.PApplet.*; import static processing.core.PApplet.*;
public class Ray extends Line{ 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) //takes the starting position of the ray, the length of the ray, and it's casting angle (radians)
Ray(Vector startPosition, float angle){ Ray(Vector startPosition, float angle){
super(startPosition, startPosition.add(new Vector(cos(angle), sin(angle)))); super(startPosition, startPosition.add(new Vector(cos(angle), sin(angle))));
direction = direction.mul(maxRayDistance);
} }
public void drawRay(PApplet proc){ 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. //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){ public void castRay(ArrayList<Wall> walls){
float maxRange = 1000; float shortestWallDistance = maxRayDistance;
for(Wall wall : walls){ 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 getRayLength(){return this.direction.mag();}
public float getAngle(){return atan2(this.direction.y, this.direction.x);}
public boolean hasCollided(){ public boolean hasCollided(){
return this.direction.mag() == 0; return this.direction.mag() != maxRayDistance;
} }
//returns the absolute position of the point //returns the absolute position of the point
@@ -46,7 +75,7 @@ public class Ray extends Line{
this.position = newPosition; 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){ public void setAngle(float angle){
float distance = this.direction.mag(); float distance = this.direction.mag();

View File

@@ -25,7 +25,7 @@ public class View {
rays.clear(); rays.clear();
float angle = (float) (0.01 - angleOffset); //the 0.01 fixes some bugs float angle = (float) (0.01 - angleOffset); //the 0.01 fixes some bugs
for (int i = 0; i < numberOfRays; i++) { for (int i = 0; i < numberOfRays; i++) {
Ray ray = new Ray(proc, pose, 100000, angle); Ray ray = new Ray(pose, angle);
angle = angle + rayStep; angle = angle + rayStep;
rays.add(ray); rays.add(ray);
} }
@@ -35,7 +35,7 @@ public class View {
public void look(ArrayList<Wall> walls) { public void look(ArrayList<Wall> walls) {
for (Ray ray : rays) { for (Ray ray : rays) {
ray.castRay(walls); ray.castRay(walls);
ray.drawRay(); ray.drawRay(proc);
} }
} }

View File

@@ -2,20 +2,16 @@ import processing.core.*;
import static processing.core.PApplet.*; import static processing.core.PApplet.*;
public class Wall{ public class Wall extends Line{
Vector pos;
float angle;
int wallLength;
private static PApplet proc;
int r; int r;
int g; int g;
int b; int b;
Wall(PApplet processing, Vector pos, float angle, int wallLength){ private final PApplet proc;
proc = processing;
this.pos = pos; Wall(PApplet proc, Vector pos, float angle, int wallLength){
this.angle = angle; super(pos, (new Vector(cos(angle), sin(angle)).mul(wallLength)).add(pos));
this.wallLength = wallLength; this.proc = proc;
r = (int)proc.random(50, 255); r = (int)proc.random(50, 255);
g = (int)proc.random(50, 255); g = (int)proc.random(50, 255);
b = (int)proc.random(50, 255); b = (int)proc.random(50, 255);
@@ -23,19 +19,9 @@ public class Wall{
void drawWall(){ void drawWall(){
proc.stroke(r,g,b); proc.stroke(r,g,b);
proc.line(pos.x, pos.y, (pos.x + cos(radians(angle))*wallLength), (pos.y + sin(radians(angle))*wallLength)); proc.line(position.x, position.y, position.x + direction.x, position.y + direction.y);
//ellipse((xPos + cos(radians(angle))*wallLength), (yPos + sin(radians(angle))*wallLength), 20, 20);
} }
Vector getPos(){ Vector getPos(){
return pos; return position;
}
float getAngle(){
return angle;
}
int getLength(){
return wallLength;
} }
} }