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Ray.cpp
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Ray.cpp
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#include "Ray.h"
#include <math.h>
Ray::Ray() {
this->x = 0;
this->y = 0;
this->angle = 0;
this->m = std::tan(angle);
this->c = y - m * x;
}
Ray::Ray(int x, int y, float angle) {
this->x = x;
this->y = y;
this->angle = angle; // Angle is anti-clockwise from the x-axis drawn to the right of the initial point
this->m = std::tan(angle);
this->c = y - m * x;
}
int Ray::getX() {
return this->x;
}
int Ray::getY() {
return this->y;
}
float Ray::getAngle() {
return this->angle;
}
float Ray::getM() {
return this->m;
}
float Ray::getC() {
return this->c;
}
std::tuple<int, int> Ray::intersect(Boundary bound) {
int intersectX = -1;
int intersectY = -1;
// Do the intersect check here
// Let the Wall be B and D, Line be A and C
// If A == B then parallel, no contact
// Equation of a line is Y = M*X + C
// For two lines: Ax + C = Bx + D therefore: x = (D-C)/(A-B)
if (this->getM() != bound.getM()) {
int intersectX = (int)(bound.getC() - this->getC()) / (this->getM() - bound.getM());
int intersectY = (int)(this->getM() * x) + this->getC();
}
std::cout << "Intersection at x,y:" << x << "," << y << std::endl;
std::tuple<int, int> intersect = std::make_tuple(intersectX, intersectY);
return intersect;
}