Files
SLAM-Sim/src/Ray.java
2023-05-02 10:28:06 -05:00

97 lines
3.3 KiB
Java

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<LineEdge> 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);
}
}