Refactored the ray class to have its interesections work more consistently.
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@@ -5,7 +5,9 @@ import java.util.List;
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import static processing.core.PApplet.*;
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public class Line{
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// vector which represents the direction and length of the line from its starting position
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protected Vector direction = new Vector(0,0);
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// store the starting position of the line
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protected Vector position = new Vector(0,0);
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Line(Vector startPosition, Vector endPosition){
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@@ -80,6 +82,10 @@ public class Line{
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public float getAngle(){return atan2(this.direction.y, this.direction.x);}
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public Vector endPoint(){
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return this.position.add(this.direction);
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}
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/**
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* @param point
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* @return the smallest distance from the point to this line
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@@ -16,9 +16,9 @@ public class Processing extends PApplet {
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processing = this;
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car = new Car(processing, 100,100,50,40);
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size(1000, 1000);
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car.addView(180,180);
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for(int i = 0; i < 20; i++){
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Wall wall = new Wall(processing, new Vector((int)random(40, 1840), (int)random(40, 960)), (int)random(360), (int)random(100, 1000));
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car.addView(180,90);
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for(int i = 0; i < 15; i++){
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Wall wall = new Wall(processing, new Vector((int)random(50, 950), (int)random(50, 950)), new Vector((int)random(50, 950), (int)random(50, 950)));
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objects.add(wall);
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}
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}
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@@ -35,16 +35,16 @@ public class Processing extends PApplet {
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public void keyPressed(){
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if(key == 'd'){
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car.setPose(car.getPose().add(1, 0));
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car.setPose(car.getPose().add(10, 0));
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}
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if(key == 'w'){
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car.setPose(car.getPose().add(0, -1));
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car.setPose(car.getPose().add(0, -10));
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}
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if(key == 'a'){
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car.setPose(car.getPose().add(-1, 0));
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car.setPose(car.getPose().add(-10, 0));
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}
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if(key == 's'){
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car.setPose(car.getPose().add(0, 1));
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car.setPose(car.getPose().add(0, 10));
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}
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if(key == 'q'){
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car.setAngle(car.getAngle()+1);
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37
src/Ray.java
37
src/Ray.java
@@ -7,6 +7,7 @@ import static processing.core.PApplet.*;
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public class Ray extends Line{
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float maxRayDistance = 1000;
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int[] color = new int[]{255, 255, 255};
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//takes the starting position of the ray, the length of the ray, and it's casting angle (radians)
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Ray(Vector startPosition, float angle){
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super(startPosition, startPosition.add(new Vector(cos(angle), sin(angle))));
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@@ -14,32 +15,42 @@ public class Ray extends Line{
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}
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public void drawRay(PApplet proc){
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proc.line(position.x, position.y, position.add(direction).x, position.add(direction).y);
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proc.stroke(color[0], color[1], color[2]);
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proc.line(position.x, position.y, position.x + direction.x, position.y + direction.y);
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// proc.noFill();
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// proc.circle(position.x, position.y, 2*direction.mag());
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// proc.fill(255);
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}
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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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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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Vector rayLine = this.getSlopeIntForm(); // stored as x:m, y:b
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Vector wallLine = wall.getSlopeIntForm(); // m, b
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// find the point where they intersect
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float x = (wallLine.y - rayLine.y) / (rayLine.x - wallLine.x);
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float y = rayLine.x * x + rayLine.y;
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Vector intersect = new Vector(x, y);
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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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Vector d1 = this.direction.normalize().mul(maxRayDistance);
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Vector d2 = wall.direction;
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Vector p1 = this.position;
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Vector p2 = wall.position;
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// if the intersect doesn't actually lie on the wallLine, go to the next wall
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float distAlongLine = intersect.sub(wall.getPosition()).mag();
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float angleFromLine = wall.direction.angleDiff(intersect.sub(wall.position));
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if(distAlongLine > wall.getLength() && abs(angleFromLine) < 5*PI/180){
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// calculate the parameters for the intersection t and u
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float t = -(d2.x*(p2.y-p1.y) + d2.y*(p1.x-p2.x))/(d1.x*d2.y - d2.x*d1.y);
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float u = -(d1.x*(p2.y-p1.y) + d1.y*(p1.x-p2.x))/(d1.x*d2.y-d2.x*d1.y);
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// the lines will only be intersecting when both t and u are between 0 and 1.
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if(!(0 <= t && t <= 1 && 0 <= u && u <= 1)){
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continue;
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}
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// if the distance from the ray to the intersection is shorter than the shortestWallDistance, this is our new closest wall
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float distance = this.position.sub(intersect).mag();
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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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@@ -47,9 +58,11 @@ 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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@@ -1,5 +1,4 @@
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import static java.lang.Math.acos;
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import static java.lang.Math.sqrt;
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import static java.lang.Math.*;
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public class Vector {
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public float x = 0;
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@@ -67,8 +66,18 @@ public class Vector {
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return new Vector(x / mag, y / mag, z / mag);
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}
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/**
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* @param other
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* @return
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*/
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float angleDiff(Vector other){
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float dot = this.dot(other);
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return (float)acos(dot / (this.mag() * other.mag()));
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float dot = this.dot(other); // dot product
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float det = this.x*other.y - this.y*other.x; // determinant
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float angle = (float) atan2(det, dot); // atan2(y, x) or atan2(sin, cos)
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return angle;
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}
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float angle(){
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return (float) atan2(y, x);
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}
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}
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@@ -17,10 +17,22 @@ public class Wall extends Line{
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b = (int)proc.random(50, 255);
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}
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Wall(PApplet proc, Vector startPos, Vector endPos){
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super(startPos, endPos);
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this.proc = proc;
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r = (int)proc.random(50, 255);
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g = (int)proc.random(50, 255);
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b = (int)proc.random(50, 255);
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}
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void drawWall(){
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proc.stroke(r,g,b);
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proc.strokeWeight(10);
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proc.circle(position.x, position.y, 10);
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proc.strokeWeight(2);
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proc.line(position.x, position.y, position.x + direction.x, position.y + direction.y);
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}
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Vector getPos(){
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return position;
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}
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@@ -3,6 +3,7 @@ import processing.core.PApplet;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Random;
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import static java.lang.Math.abs;
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import static org.junit.jupiter.api.Assertions.*;
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@@ -31,6 +32,34 @@ class LineTest{
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// make sure the line is starting in the correct place
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assertFloatEquals(v1.x, line.getPosition().x);
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assertFloatEquals(v1.y, line.getPosition().y);
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// make sure the line ends in the correct place
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assertFloatEquals(v2.x, line.endPoint().x);
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assertFloatEquals(v2.y, line.endPoint().y);
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Random rand = new Random();
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// repeat this test with 100 random lines
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for(int i = 0; i < 100; i++){
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v1 = new Vector(rand.nextInt(1001), rand.nextInt(1001));
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v2 = new Vector(rand.nextInt(1001), rand.nextInt(1001));
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line = new Line(v1, v2);
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// make sure the line is pointing in the right direction
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lineDirection = v2.sub(v1);
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float angleDiff = lineDirection.angleDiff(line.getDirection());
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assertFloatEquals(0, angleDiff, 0.001f);
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// make sure the line is the correct length
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assertFloatEquals(lineDirection.mag(), line.getLength());
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// make sure the line is starting in the correct place
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assertFloatEquals(v1.x, line.getPosition().x);
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assertFloatEquals(v1.y, line.getPosition().y);
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// make sure the line ends in the correct place
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assertFloatEquals(v2.x, line.endPoint().x);
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assertFloatEquals(v2.y, line.endPoint().y);
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}
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}
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@Test
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@@ -54,4 +83,20 @@ class LineTest{
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assertFloatEquals(v1.y, line.getPosition().y);
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}
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@Test
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public void testAngle(){
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Line ray = new Line(new Vector(680, 560), new Vector(680+116, 560+1));
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Line wall = new Line(new Vector(675, 587), new Vector(675-114, 587-29));
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float angle1 = wall.position.sub(ray.position).angle();
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float angle2 = wall.endPoint().sub(ray.position).angle();
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float rayAngle = ray.direction.angle();
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System.out.println("Angle 1: " + String.valueOf(angle1) + ", Angle 2: " + String.valueOf(angle2) + ", Ray Angle: " + String.valueOf(rayAngle));
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assertFloatEquals(1.753907144057f, angle1, 0.001f);
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assertFloatEquals(3.1583977941048f, angle2, 0.001f);
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assertFloatEquals(0.0086204761121f, rayAngle, 0.001f);
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}
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}
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