Porting over Ray-Tracing-2 to Intellij. Fixed processing core reference issues. still need to fix other issues though.
This commit is contained in:
79
src/Car.java
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79
src/Car.java
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import processing.core.*;
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import java.util.ArrayList;
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import static java.lang.Math.PI;
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import static processing.core.PApplet.degrees;
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import static processing.core.PApplet.radians;
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public class Car{
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PVector pose = new PVector(0,0); // the car's x, y position
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float angle = 0; // the current angle that the car is at.
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int carLength = 50;
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int carWidth = 40;
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SLAM slam = new SLAM();
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ArrayList<View> views = new ArrayList<View>();
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ArrayList<PVector> points = new ArrayList<PVector>();
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// default constructor
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Car(){}
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Car(int xPos, int yPos, int carLength, int carWidth){
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this.pose = new PVector(xPos, yPos);
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this.carLength = carLength;
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this.carWidth = carWidth;
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}
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//adds a new view with the specified FOV and ray number
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public void addView(float FOV, int numberOfRays){
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views.add(new View(pose, numberOfRays, radians(FOV)));
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}
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//draw the car and its views
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public void drawCar(ArrayList<Wall> walls){
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stroke(255);
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ellipse(pose.x, pose.y, carWidth, carLength);
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this.updateScan(walls);
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}
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//With all of the views that the car has, get their point list
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void updateScan(ArrayList<Wall> walls){
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for(View view : views){
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view.look(walls);
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}
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for(View view : views){
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ArrayList<PVector> pointList = view.getPoints();
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slam.addPoints(pointList);
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}
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}
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public PVector getPose(){
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return pose;
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}
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//always returns a positive angle between 0 and 360 degrees
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public float getAngle(){
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return degrees(this.angle);
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}
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//the given angle is in DEGREES!
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public void setAngle(float angle){
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//converts from degrees to radians
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angle = radians(angle);
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while(angle >= 2*PI){angle -= 2*PI;}
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while(angle <= -2*PI){angle += 2*PI;}
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this.angle = angle;
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for(View view : views){
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view.setAngle(angle);
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}
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return;
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}
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public void setPose(PVector newPose){
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pose = newPose;
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for(View view : views){
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view.setPos(pose);
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}
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}
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}
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69
src/SLAM.java
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69
src/SLAM.java
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import processing.core.*;
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import java.util.ArrayList;
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public class SLAM{
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ArrayList<PVector> points = new ArrayList<PVector>();
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SLAM(){
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}
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public void addPoints(ArrayList<PVector> newPoints){
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Line line = new Line(newPoints);
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}
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}
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class Line{
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PVector direction = new PVector(0,0);
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PVector position = new PVector(0,0);
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Line(){}
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Line(PVector direction, PVector position){
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this.direction = direction;
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this.position = position;
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}
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/**
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* @brief attempt to find the line of best fit for the given points
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* @param points the points to get the line of best for
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*/
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Line(ArrayList<PVector> points){
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bestFit(points);
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}
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// least squares line of best fit algorithm
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private void bestFit(ArrayList<PVector> points){
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// get the mean of all the points
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PVector mean = new PVector();
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for(PVector point : points){
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mean.add(point);
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}
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mean.div(points.size())
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// this section calculates the direction vector of the line of best fit
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PVector direction = new PVector();
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// get the rise and run of the line of best fit
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for(PVector point : points){
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direction.y += (point.x - mean.x)*(point.y - mean.y); // rise
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direction.x += pow((point.x - mean.x),2);
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}
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this.position = mean;
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this.direction = direciton;
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}
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public PVector getSlopeIntForm(){
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float slope = direction.y / direction.x;
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float intercept = position.y - slope * position.x;
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return new PVector(slope, intercept);
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}
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public PVector getDirection(){
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return direction;
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}
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public PVector getPosition(){
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return position;
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}
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}
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165
src/View.java
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165
src/View.java
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import processing.core.*;
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import java.util.ArrayList;
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import java.util.Objects;
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import static processing.core.PApplet.*;
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public class View{
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PVector pose;
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float angle = 0;
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float FOV;
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ArrayList<Ray> rays = new ArrayList<Ray>();
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//the x,y position of the view, what angle it's looking at and its FOV
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View(PVector newPose, int numberOfRays, float FOV){
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this.pose = newPose;
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this.FOV = FOV;
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this.setRayNum(numberOfRays, FOV, this.angle);
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}
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//sets the number of rays and their starting values in the ray list
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public void setRayNum(int numberOfRays, float FOV, float angleOffset){
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float rayStep = FOV/numberOfRays;
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rays.clear();
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float angle = (float) (0.01-angleOffset); //the 0.01 fixes some bugs
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for(int i = 0; i < numberOfRays; i++){
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Ray ray = new Ray(pose, 100000, angle);
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angle = angle + rayStep;
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rays.add(ray);
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}
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}
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//sees if the ray will collide with the walls in the wall list
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public void look(ArrayList<Wall> walls){
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for (Ray ray : rays){
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ray.castRay(walls);
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ray.drawRay();
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}
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}
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//changes the position of the view
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public void setPos(PVector newPose){
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pose = newPose;
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for(Ray ray : rays){ray.setPos(pose);}
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}
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//changes the angle of the view
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public void setAngle(float angle){
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this.angle = angle;
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this.setRayNum(rays.size(), this.FOV, angle);
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}
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//changes the field of view of the view
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public void setFOV(float FOV){
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this.FOV = FOV;
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this.setRayNum(this.rays.size(), this.FOV, this.angle);
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}
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public PVector getPos(){return pose;}
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public float getAngle(){return this.angle;}
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public float getFOV(){return this.FOV;}
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public int getRayNum(){return this.rays.size();}
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//gets the point that each ray has collided with
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public ArrayList<PVector> getPoints(){
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ArrayList<PVector> points = new ArrayList<PVector>();
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for(Ray ray : rays){
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if(!Objects.equals(ray.getPoint(), new PVector(0, 0) {
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})){
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points.add(ray.getPoint());
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}
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}
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return points;
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}
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}
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class Ray{
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PVector pose;
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int rayLength;
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int defaultRayLength;
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float angle; // IN RADIANS
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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(PVector position, int defaultRayLength, float angle){
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this.pose = position;
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this.defaultRayLength = defaultRayLength;
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this.rayLength = defaultRayLength;
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this.angle = angle;
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}
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public void drawRay(){
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line(pose.x, pose.y, (pose.x + cos(angle)*rayLength), (pose.y + sin(angle)*rayLength));
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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> objects){
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this.rayLength = defaultRayLength;
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ArrayList<Integer> distances = new ArrayList<Integer>();
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//sees what objects it collides with
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for(Wall object : objects){
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float theta1 = angle;
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float theta2 = radians(object.getAngle());
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PVector wallPos = object.getPos();
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//finds where along the wall the ray collides
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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));
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//if the place along the wall is further away than the wall extends, then it didn't collide
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if(b < object.getLength() && b > 0){
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//finds the length of the ray needed to collide with the wall
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float a = (b*sin(theta2) + wallPos.y-pose.y) / sin(theta1);
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//add that length to a list
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if(a > 0){
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distances.add((int)abs(a));
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}
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}
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}
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//finds the shortest distance and sets the length of the ray to that distance
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if(distances.size() > 0){
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for(Integer distance : distances){
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if(distance < rayLength){
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rayLength = distance;
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}
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}
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}
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else this.rayLength = defaultRayLength;
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}
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public PVector getPos(){ return pose;}
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public int getRayLength(){return this.rayLength;}
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public float getAngle(){return this.angle;}
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public boolean hasCollided(){
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if(this.defaultRayLength != this.rayLength){return true;}
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else{return false;}
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}
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//returns the absolute position of the point
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public PVector getPoint(){
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if(this.rayLength != this.defaultRayLength){
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return new PVector(rayLength * (int)cos(this.angle) + pose.x, rayLength * (int)sin(this.angle) + pose.y);
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}
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else{
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return new PVector(0,0);
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}
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}
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public void setPos(PVector newPose){
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pose = newPose;
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}
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public void setRayLength(int rayLength){this.rayLength = rayLength;}
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public void setDefaultRayLength(int defaultRayLength){this.defaultRayLength = defaultRayLength;}
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public void setAngle(float angle){this.angle = angle;}
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}
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36
src/Wall.java
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36
src/Wall.java
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import processing.core.*;
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import static processing.core.PApplet.*;
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public class Wall{
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PVector pos;
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float angle;
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int wallLength;
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int r = (int)random(50, 255);
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int g = (int)random(50, 255);
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int b = (int)random(50, 255);
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Wall(PVector pos, float angle, int wallLength){
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this.pos = pos;
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this.angle = angle;
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this.wallLength = wallLength;
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}
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void drawWall(){
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stroke(r,g,b);
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line(pos.x, pos.y, (pos.x + cos(radians(angle))*wallLength), (pos.y + sin(radians(angle))*wallLength));
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//ellipse((xPos + cos(radians(angle))*wallLength), (yPos + sin(radians(angle))*wallLength), 20, 20);
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}
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PVector getPos(){
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return pos;
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}
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float getAngle(){
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return angle;
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}
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int getLength(){
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return wallLength;
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}
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}
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