3 Commits

8 changed files with 231 additions and 149 deletions

View File

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

View File

@@ -5,8 +5,10 @@ import java.util.List;
import static processing.core.PApplet.*;
public class Line{
private Vector direction = new Vector(0,0);
private Vector position = new Vector(0,0);
// vector which represents the direction and length of the line from its starting position
protected Vector direction = new Vector(0,0);
// store the starting position of the line
protected Vector position = new Vector(0,0);
Line(Vector startPosition, Vector endPosition){
direction = endPosition.sub(startPosition);
@@ -78,6 +80,12 @@ public class Line{
screen.line(position.x, position.y, endPoint.x, endPoint.y);
}
public float getAngle(){return atan2(this.direction.y, this.direction.x);}
public Vector endPoint(){
return this.position.add(this.direction);
}
/**
* @param point
* @return the smallest distance from the point to this line

View File

@@ -6,7 +6,6 @@ public class Processing extends PApplet {
Car car;
ArrayList<Wall> objects = new ArrayList<>();
public static PApplet processing;
public static void main(String[] args) {
@@ -17,33 +16,35 @@ public class Processing extends PApplet {
processing = this;
car = new Car(processing, 100,100,50,40);
size(1000, 1000);
car.addView(180,180);
for(int i = 0; i < 20; i++){
Wall wall = new Wall(processing, new Vector((int)random(40, 1840), (int)random(40, 960)), (int)random(360), (int)random(100, 1000));
car.addView(180,90);
for(int i = 0; i < 15; i++){
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)));
objects.add(wall);
}
}
public void draw(){
background(0);
// for(Wall object : objects){
// object.drawWall();
// }
for(Wall object : objects){
object.drawWall();
}
car.drawCar(objects);
strokeWeight(2);
stroke(255);
//car.drive(new int[] {0, 0});
}
public void keyPressed(){
if(key == 'd'){
car.setPose(car.getPose().add(1, 0));
car.setPose(car.getPose().add(10, 0));
}
if(key == 'w'){
car.setPose(car.getPose().add(0, -1));
car.setPose(car.getPose().add(0, -10));
}
if(key == 'a'){
car.setPose(car.getPose().add(-1, 0));
car.setPose(car.getPose().add(-10, 0));
}
if(key == 's'){
car.setPose(car.getPose().add(0, 1));
car.setPose(car.getPose().add(0, 10));
}
if(key == 'q'){
car.setAngle(car.getAngle()+1);

98
src/Ray.java Normal file
View File

@@ -0,0 +1,98 @@
import processing.core.PApplet;
import processing.core.PVector;
import java.util.ArrayList;
import static processing.core.PApplet.*;
public class Ray extends Line{
float maxRayDistance = 1000;
int[] color = new int[]{255, 255, 255};
//takes the starting position of the ray, the length of the ray, and it's casting angle (radians)
Ray(Vector startPosition, float angle){
super(startPosition, startPosition.add(new Vector(cos(angle), sin(angle))));
direction = direction.mul(maxRayDistance);
}
public void drawRay(PApplet proc){
proc.stroke(color[0], color[1], color[2]);
proc.line(position.x, position.y, position.x + direction.x, position.y + direction.y);
// proc.noFill();
// proc.circle(position.x, position.y, 2*direction.mag());
// proc.fill(255);
}
//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){
float shortestWallDistance = maxRayDistance;
int[] newColor = new int[]{255, 255, 255};
for(Wall wall : walls){
// get the necessary vectors for two parameterized lines
// parameterized lines are of the form L = d*t + p
Vector d1 = this.direction.normalize().mul(maxRayDistance);
Vector d2 = wall.direction;
Vector p1 = this.position;
Vector p2 = wall.position;
// calculate the parameters for the intersection t and u
float t = -(d2.x*(p2.y-p1.y) + d2.y*(p1.x-p2.x))/(d1.x*d2.y - d2.x*d1.y);
float u = -(d1.x*(p2.y-p1.y) + d1.y*(p1.x-p2.x))/(d1.x*d2.y-d2.x*d1.y);
// the lines will only be intersecting when both t and u are between 0 and 1.
if(!(0 <= t && t <= 1 && 0 <= u && u <= 1)){
continue;
}
// if the distance from the ray to the intersection is shorter than the shortestWallDistance, this is our new closest wall
float distance = d1.mul(t).add(p1).sub(this.position).mag();
if(distance < shortestWallDistance){
shortestWallDistance = distance;
newColor = new int[]{wall.r, wall.g, wall.b};
}
}
// 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);
this.color = newColor;
}
else{
this.direction = this.direction.normalize().mul(maxRayDistance);
this.color = new int[]{255, 255, 255};
}
}
public Vector getPos(){ return this.position;}
public float getRayLength(){return this.direction.mag();}
public boolean hasCollided(){
return this.direction.mag() != maxRayDistance;
}
//returns the absolute position of the point
public Vector getPoint(){
if(this.direction.mag() == 0){
return new Vector();
}
return this.position.add(this.direction);
}
public void setPos(Vector newPosition){
this.position = newPosition;
}
public void setRayLength(int rayLength){this.direction = this.direction.normalize().mul(rayLength);}
public void setAngle(float angle){
float distance = this.direction.mag();
this.direction = new Vector(cos(angle), sin(angle)).mul(distance);
}
}

View File

@@ -1,5 +1,4 @@
import static java.lang.Math.acos;
import static java.lang.Math.sqrt;
import static java.lang.Math.*;
public class Vector {
public float x = 0;
@@ -67,8 +66,18 @@ public class Vector {
return new Vector(x / mag, y / mag, z / mag);
}
/**
* @param other
* @return
*/
float angleDiff(Vector other){
float dot = this.dot(other);
return (float)acos(dot / (this.mag() * other.mag()));
float dot = this.dot(other); // dot product
float det = this.x*other.y - this.y*other.x; // determinant
float angle = (float) atan2(det, dot); // atan2(y, x) or atan2(sin, cos)
return angle;
}
float angle(){
return (float) atan2(y, x);
}
}

View File

@@ -4,7 +4,7 @@ import java.util.Objects;
import static processing.core.PApplet.*;
public class View{
public class View {
Vector pose;
float angle = 0;
float FOV;
@@ -12,7 +12,7 @@ public class View{
private static PApplet proc;
//the x,y position of the view, what angle it's looking at and its FOV
View(PApplet processing, Vector newPose, int numberOfRays, float FOV){
View(PApplet processing, Vector newPose, int numberOfRays, float FOV) {
proc = processing;
this.pose = newPose;
this.FOV = FOV;
@@ -20,58 +20,68 @@ public class View{
}
//sets the number of rays and their starting values in the ray list
public void setRayNum(int numberOfRays, float FOV, float angleOffset){
float rayStep = FOV/numberOfRays;
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
for(int i = 0; i < numberOfRays; i++){
Ray ray = new Ray(proc, pose, 100000, angle);
float angle = (float) (0.01 - angleOffset); //the 0.01 fixes some bugs
for (int i = 0; i < numberOfRays; i++) {
Ray ray = new Ray(pose, angle);
angle = angle + rayStep;
rays.add(ray);
}
}
//sees if the ray will collide with the walls in the wall list
public void look(ArrayList<Wall> walls){
for (Ray ray : rays){
public void look(ArrayList<Wall> walls) {
for (Ray ray : rays) {
ray.castRay(walls);
ray.drawRay();
ray.drawRay(proc);
}
}
//changes the position of the view
public void setPos(Vector newPose){
public void setPos(Vector newPose) {
pose = newPose;
for(Ray ray : rays){ray.setPos(pose);}
for (Ray ray : rays) {
ray.setPos(pose);
}
}
//changes the angle of the view
public void setAngle(float angle){
public void setAngle(float angle) {
this.angle = angle;
this.setRayNum(rays.size(), this.FOV, angle);
}
//changes the field of view of the view
public void setFOV(float FOV){
public void setFOV(float FOV) {
this.FOV = FOV;
this.setRayNum(this.rays.size(), this.FOV, this.angle);
}
public Vector getPos(){return pose;}
public Vector getPos() {
return pose;
}
public float getAngle(){return this.angle;}
public float getAngle() {
return this.angle;
}
public float getFOV(){return this.FOV;}
public float getFOV() {
return this.FOV;
}
public int getRayNum(){return this.rays.size();}
public int getRayNum() {
return this.rays.size();
}
//gets the point that each ray has collided with
public ArrayList<Vector> getPoints(){
public ArrayList<Vector> getPoints() {
ArrayList<Vector> points = new ArrayList<>();
for(Ray ray : rays){
if(!Objects.equals(ray.getPoint(), new Vector(0, 0) {
})){
for (Ray ray : rays) {
if (!Objects.equals(ray.getPoint(), new Vector(0, 0) {
})) {
points.add(ray.getPoint());
}
}
@@ -79,90 +89,3 @@ public class View{
}
}
class Ray{
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, Vector position, int defaultRayLength, float angle){
proc = processing;
this.pose = position;
this.defaultRayLength = defaultRayLength;
this.rayLength = defaultRayLength;
this.angle = angle;
}
public void drawRay(){
proc.line(pose.x, pose.y, (pose.x + cos(angle)*rayLength), (pose.y + sin(angle)*rayLength));
}
//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> objects){
this.rayLength = defaultRayLength;
ArrayList<Integer> distances = new ArrayList<>();
//sees what objects it collides with
for(Wall object : objects){
float theta1 = angle;
float theta2 = radians(object.getAngle());
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));
//if the place along the wall is further away than the wall extends, then it didn't collide
if(b < object.getLength() && b > 0){
//finds the length of the ray needed to collide with the wall
float a = (b*sin(theta2) + wallPos.y-pose.y) / sin(theta1);
//add that length to a list
if(a > 0){
distances.add((int)abs(a));
}
}
}
//finds the shortest distance and sets the length of the ray to that distance
if(distances.size() > 0){
for(Integer distance : distances){
if(distance < rayLength){
rayLength = distance;
}
}
}
else this.rayLength = defaultRayLength;
}
public Vector getPos(){ return pose;}
public int getRayLength(){return this.rayLength;}
public float getAngle(){return this.angle;}
public boolean hasCollided(){
return this.defaultRayLength != this.rayLength;
}
//returns the absolute position of the point
public Vector getPoint(){
if(this.rayLength != this.defaultRayLength){
return new Vector(rayLength * (int)cos(this.angle) + pose.x, rayLength * (int)sin(this.angle) + pose.y);
}
else{
return new Vector(0,0);
}
}
public void setPos(Vector newPose){
pose = newPose;
}
public void setRayLength(int rayLength){this.rayLength = rayLength;}
public void setDefaultRayLength(int defaultRayLength){this.defaultRayLength = defaultRayLength;}
public void setAngle(float angle){this.angle = angle;}
}

View File

@@ -2,20 +2,24 @@ import processing.core.*;
import static processing.core.PApplet.*;
public class Wall{
Vector pos;
float angle;
int wallLength;
private static PApplet proc;
public class Wall extends Line{
int r;
int g;
int b;
Wall(PApplet processing, Vector pos, float angle, int wallLength){
proc = processing;
this.pos = pos;
this.angle = angle;
this.wallLength = wallLength;
private final PApplet proc;
Wall(PApplet proc, Vector pos, float angle, int wallLength){
super(pos, (new Vector(cos(angle), sin(angle)).mul(wallLength)).add(pos));
this.proc = proc;
r = (int)proc.random(50, 255);
g = (int)proc.random(50, 255);
b = (int)proc.random(50, 255);
}
Wall(PApplet proc, Vector startPos, Vector endPos){
super(startPos, endPos);
this.proc = proc;
r = (int)proc.random(50, 255);
g = (int)proc.random(50, 255);
b = (int)proc.random(50, 255);
@@ -23,19 +27,13 @@ public class Wall{
void drawWall(){
proc.stroke(r,g,b);
proc.line(pos.x, pos.y, (pos.x + cos(radians(angle))*wallLength), (pos.y + sin(radians(angle))*wallLength));
//ellipse((xPos + cos(radians(angle))*wallLength), (yPos + sin(radians(angle))*wallLength), 20, 20);
proc.strokeWeight(10);
proc.circle(position.x, position.y, 10);
proc.strokeWeight(2);
proc.line(position.x, position.y, position.x + direction.x, position.y + direction.y);
}
Vector getPos(){
return pos;
}
float getAngle(){
return angle;
}
int getLength(){
return wallLength;
return position;
}
}

View File

@@ -3,6 +3,7 @@ import processing.core.PApplet;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import static java.lang.Math.abs;
import static org.junit.jupiter.api.Assertions.*;
@@ -31,6 +32,34 @@ class LineTest{
// make sure the line is starting in the correct place
assertFloatEquals(v1.x, line.getPosition().x);
assertFloatEquals(v1.y, line.getPosition().y);
// make sure the line ends in the correct place
assertFloatEquals(v2.x, line.endPoint().x);
assertFloatEquals(v2.y, line.endPoint().y);
Random rand = new Random();
// repeat this test with 100 random lines
for(int i = 0; i < 100; i++){
v1 = new Vector(rand.nextInt(1001), rand.nextInt(1001));
v2 = new Vector(rand.nextInt(1001), rand.nextInt(1001));
line = new Line(v1, v2);
// make sure the line is pointing in the right direction
lineDirection = v2.sub(v1);
float angleDiff = lineDirection.angleDiff(line.getDirection());
assertFloatEquals(0, angleDiff, 0.001f);
// make sure the line is the correct length
assertFloatEquals(lineDirection.mag(), line.getLength());
// make sure the line is starting in the correct place
assertFloatEquals(v1.x, line.getPosition().x);
assertFloatEquals(v1.y, line.getPosition().y);
// make sure the line ends in the correct place
assertFloatEquals(v2.x, line.endPoint().x);
assertFloatEquals(v2.y, line.endPoint().y);
}
}
@Test
@@ -54,4 +83,20 @@ class LineTest{
assertFloatEquals(v1.y, line.getPosition().y);
}
@Test
public void testAngle(){
Line ray = new Line(new Vector(680, 560), new Vector(680+116, 560+1));
Line wall = new Line(new Vector(675, 587), new Vector(675-114, 587-29));
float angle1 = wall.position.sub(ray.position).angle();
float angle2 = wall.endPoint().sub(ray.position).angle();
float rayAngle = ray.direction.angle();
System.out.println("Angle 1: " + String.valueOf(angle1) + ", Angle 2: " + String.valueOf(angle2) + ", Ray Angle: " + String.valueOf(rayAngle));
assertFloatEquals(1.753907144057f, angle1, 0.001f);
assertFloatEquals(3.1583977941048f, angle2, 0.001f);
assertFloatEquals(0.0086204761121f, rayAngle, 0.001f);
}
}