import Graph.*; import Vector.*; import processing.core.PApplet; 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(PointGraph map){ float shortestWallDistance = maxRayDistance; ArrayList walls = map.getAllEdges(); for(LineEdge 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.getDirection(); Vector p1 = this.position; Vector p2 = wall.getPosition(); // 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; } } // 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); } else{ this.direction = this.direction.normalize().mul(maxRayDistance); } } public Vector getPos(){ return this.position;} public float getRayLength(){return this.direction.mag();} public boolean hasCollided(){ return abs(this.direction.mag() - maxRayDistance) > 0.001; } //returns the absolute position of the point public Vector getPoint(){ if(this.direction.mag() == 0){ return this.position; } 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 currentAngle = direction.angle(); this.direction = direction.rotate2D(angle - currentAngle); } }