Wrote tests for the Vector class

This commit is contained in:
Quinn
2023-04-06 10:39:31 -05:00
parent fc9d4e497b
commit 7438d0f64e
19 changed files with 328 additions and 106 deletions

View File

@@ -5,14 +5,14 @@ import java.util.Objects;
import static processing.core.PApplet.*;
public class View{
PVector pose;
Vector pose;
float angle = 0;
float FOV;
ArrayList<Ray> rays = new ArrayList<>();
private static PApplet proc;
//the x,y position of the view, what angle it's looking at and its FOV
View(PApplet processing, PVector newPose, int numberOfRays, float FOV){
View(PApplet processing, Vector newPose, int numberOfRays, float FOV){
proc = processing;
this.pose = newPose;
this.FOV = FOV;
@@ -23,7 +23,7 @@ public class View{
public void setRayNum(int numberOfRays, float FOV, float angleOffset){
float rayStep = FOV/numberOfRays;
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++){
Ray ray = new Ray(proc, pose, 100000, angle);
angle = angle + rayStep;
@@ -40,7 +40,7 @@ public class View{
}
//changes the position of the view
public void setPos(PVector newPose){
public void setPos(Vector newPose){
pose = newPose;
for(Ray ray : rays){ray.setPos(pose);}
}
@@ -57,7 +57,7 @@ public class View{
this.setRayNum(this.rays.size(), this.FOV, this.angle);
}
public PVector getPos(){return pose;}
public Vector getPos(){return pose;}
public float getAngle(){return this.angle;}
@@ -66,11 +66,11 @@ public class View{
public int getRayNum(){return this.rays.size();}
//gets the point that each ray has collided with
public ArrayList<PVector> getPoints(){
ArrayList<PVector> points = new ArrayList<>();
public ArrayList<Vector> getPoints(){
ArrayList<Vector> points = new ArrayList<>();
for(Ray ray : rays){
if(!Objects.equals(ray.getPoint(), new PVector(0, 0) {
if(!Objects.equals(ray.getPoint(), new Vector(0, 0) {
})){
points.add(ray.getPoint());
}
@@ -80,14 +80,14 @@ public class View{
}
class Ray{
PVector pose;
Vector pose;
int rayLength;
int defaultRayLength;
float angle; // IN RADIANS
private static PApplet proc;
//takes the starting position of the ray, the length of the ray, and it's casting angle (radians)
Ray(PApplet processing, PVector position, int defaultRayLength, float angle){
Ray(PApplet processing, Vector position, int defaultRayLength, float angle){
proc = processing;
this.pose = position;
this.defaultRayLength = defaultRayLength;
@@ -107,7 +107,7 @@ class Ray{
for(Wall object : objects){
float theta1 = angle;
float theta2 = radians(object.getAngle());
PVector wallPos = object.getPos();
Vector wallPos = object.getPos();
//finds where along the wall the ray collides
float b = (pose.x*sin(theta1) + wallPos.y*cos(theta1) - pose.y*cos(theta1) - wallPos.x*sin(theta1)) / (cos(theta2)*sin(theta1) - sin(theta2)*cos(theta1));
@@ -134,7 +134,7 @@ class Ray{
else this.rayLength = defaultRayLength;
}
public PVector getPos(){ return pose;}
public Vector getPos(){ return pose;}
public int getRayLength(){return this.rayLength;}
@@ -145,16 +145,16 @@ class Ray{
}
//returns the absolute position of the point
public PVector getPoint(){
public Vector getPoint(){
if(this.rayLength != this.defaultRayLength){
return new PVector(rayLength * (int)cos(this.angle) + pose.x, rayLength * (int)sin(this.angle) + pose.y);
return new Vector(rayLength * (int)cos(this.angle) + pose.x, rayLength * (int)sin(this.angle) + pose.y);
}
else{
return new PVector(0,0);
return new Vector(0,0);
}
}
public void setPos(PVector newPose){
public void setPos(Vector newPose){
pose = newPose;
}