Refactoring the ray class to extend a line class
This commit is contained in:
@@ -5,8 +5,8 @@ import java.util.List;
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import static processing.core.PApplet.*;
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public class Line{
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private Vector direction = new Vector(0,0);
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private Vector position = new Vector(0,0);
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protected Vector direction = new Vector(0,0);
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protected Vector position = new Vector(0,0);
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Line(Vector startPosition, Vector endPosition){
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direction = endPosition.sub(startPosition);
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56
src/Ray.java
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56
src/Ray.java
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@@ -0,0 +1,56 @@
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import processing.core.PApplet;
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import processing.core.PVector;
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import java.util.ArrayList;
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import static processing.core.PApplet.*;
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public class Ray extends Line{
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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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}
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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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}
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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 maxRange = 1000;
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for(Wall wall : walls){
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// TODO: find the intersection between the wall and ray.
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}
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}
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public Vector getPos(){ return this.position;}
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public float getRayLength(){return this.direction.mag();}
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public float getAngle(){return atan2(this.direction.y, this.direction.x);}
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public boolean hasCollided(){
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return this.direction.mag() == 0;
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}
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//returns the absolute position of the point
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public Vector getPoint(){
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if(this.direction.mag() == 0){
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return new Vector();
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}
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return this.position.add(this.direction);
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}
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public void setPos(Vector newPosition){
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this.position = newPosition;
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}
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public void setRayLength(int rayLength){this.direction = this.direction.normalize().mul(rayLength)}
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public void setAngle(float angle){
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float distance = this.direction.mag();
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this.direction = new Vector(cos(angle), sin(angle)).mul(distance);
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}
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}
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137
src/View.java
137
src/View.java
@@ -4,7 +4,7 @@ import java.util.Objects;
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import static processing.core.PApplet.*;
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public class View{
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public class View {
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Vector pose;
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float angle = 0;
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float FOV;
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@@ -12,7 +12,7 @@ public class View{
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private static PApplet proc;
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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(PApplet processing, Vector newPose, int numberOfRays, float FOV){
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View(PApplet processing, Vector newPose, int numberOfRays, float FOV) {
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proc = processing;
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this.pose = newPose;
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this.FOV = FOV;
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@@ -20,11 +20,11 @@ public class View{
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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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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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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(proc, pose, 100000, angle);
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angle = angle + rayStep;
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rays.add(ray);
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@@ -32,46 +32,56 @@ public class View{
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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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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(Vector newPose){
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public void setPos(Vector newPose) {
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pose = newPose;
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for(Ray ray : rays){ray.setPos(pose);}
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for (Ray ray : rays) {
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ray.setPos(pose);
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}
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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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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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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 Vector getPos(){return pose;}
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public Vector getPos() {
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return pose;
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}
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public float getAngle(){return this.angle;}
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public float getAngle() {
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return this.angle;
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}
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public float getFOV(){return this.FOV;}
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public float getFOV() {
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return this.FOV;
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}
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public int getRayNum(){return this.rays.size();}
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public int getRayNum() {
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return this.rays.size();
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}
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//gets the point that each ray has collided with
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public ArrayList<Vector> getPoints(){
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public ArrayList<Vector> getPoints() {
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ArrayList<Vector> points = new ArrayList<>();
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for(Ray ray : rays){
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if(!Objects.equals(ray.getPoint(), new Vector(0, 0) {
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})){
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for (Ray ray : rays) {
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if (!Objects.equals(ray.getPoint(), new Vector(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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@@ -79,90 +89,3 @@ public class View{
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}
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}
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class Ray{
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Vector 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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private static PApplet proc;
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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(PApplet processing, Vector position, int defaultRayLength, float angle){
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proc = processing;
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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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proc.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<>();
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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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Vector 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 Vector 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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return this.defaultRayLength != this.rayLength;
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}
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//returns the absolute position of the point
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public Vector getPoint(){
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if(this.rayLength != this.defaultRayLength){
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return new Vector(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 Vector(0,0);
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}
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}
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public void setPos(Vector 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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