试图在3D世界中射击子弹.在x和z中经历奇数偏移

JNo*_*r44 16 java math bukkit

好吧,所以我使用的是Bukkit API(Minecraft),因为它使用最少,所以这不应该是一个太大的问题.因此,位置包含世界,x,y,z,偏航和俯仰.这可能会派上用场,但我对此表示怀疑.

我的问题是我使用Shot类(下图)进行拍摄,并且当距离大约3个街区时,两者之间似乎存在+ -5差异,并且HitBox被实例化大约5个街区(这可能是问题(移动/旋转方法)).我试过在纸上做这个,并且使用了半个记事本这样做,但我还没有找到解决方案.我需要的是能够很好地理解三角函数和java的人,所以他们可以提供帮助.

其他可能有用的信息:

  • + z是0度偏航,-x是90度,-z是180,+ x是270.
  • 变量似乎偶尔是不正确的,并且在某些情况下它们正常工作并构成命中.
  • Shot构造函数中的Location(from)参数是玩家在世界中的位置,因此from不是(0,0,0).
  • ShotData不应该影响任何值,因为在我的情况下风速和风向是0(如果涉及这个数学有问题,请随时告诉我,哈哈)
  • Pitch看起来很好,虽然+ y是-90,而-y是90(奇怪吧?)

所以我的问题是......问题出在哪里,我该如何解决?我很抱歉这是一个普遍的问题,而且这是一个非常普遍的问题,但这是真正必要的时候之一.我试图删除所有不必要的代码,但如果需要,您可以删除更多.此外,如果你想看到这里可能引用的任何其他东西,我可以帮你.

Shot.java:

private final Location from;
private ShotData data;

public Shot(Location from, ShotData data) {
    this.from = from;
    this.data = data;
}

// TODO - Checking for obstacles
public List<Hit> shoot(List<HitBox> hitBoxes) {
    List<Hit> hits = new ArrayList<Hit>();
    for (HitBox hitBox : hitBoxes) {
        hitBox.update();
        float fromYaw = from.getYaw() % 360;
        float fromPitch = from.getPitch() % 360;
        // making sure the center location is within range
        if (hitBox.getCenter().distanceSquared(from) > Math.pow(data.getDistanceToTravel(), 2)) {
            continue;
        }
        /* TODO Only allow hits on parts of the rectangle that are within range,
         * not just the whole thing if the center is within range. */
        // accounting for wind speed/direction
        float windCompassDirection = data.getWindCompassDirection(from.getWorld());
        float windSpeed = data.getWindSpeedMPH(from.getWorld());
        fromYaw += (windCompassDirection > fromYaw ? 1 : windCompassDirection < fromYaw ? -1 : 0) * windSpeed;
        fromYaw %= 360;
        int[] orderClockwise = new int[] {0, 1, 4, 3};
        Location thisSideCorner = hitBox.getCorner(0);
        Location oppositeSideCorner = hitBox.getCorner(0);
        for (int i = 0; i < orderClockwise.length; i++) {
            int num = orderClockwise[i];
            Location corner = hitBox.getCorner(num);
            Location clockwise = hitBox.getCorner(orderClockwise[(i + 1) % 3]);
            if ((Math.atan2(from.getZ() - corner.getZ(), from.getX() - corner.getX()) * 180 / Math.PI) > 0 && corner.distanceSquared(from) < clockwise.distanceSquared(from)) {
                thisSideCorner = corner;
                int exitCornerClockwiseAmount = (Math.atan2(from.getZ() - clockwise.getZ(), from.getX() - clockwise.getX()) * 180 / Math.PI) < 0 ? 2 : 3;
                oppositeSideCorner = hitBox.getCorner((i + exitCornerClockwiseAmount) % 3);
            }
        }
        Location entrance = getProjectileLocation(thisSideCorner, data, hitBox, fromYaw, fromPitch);
        double distance = entrance.distance(from);
        double deltaX = data.getDeltaX(distance, fromYaw);
        double deltaY = data.getDeltaY(distance, fromPitch);
        double deltaZ = data.getDeltaZ(distance, fromYaw);
        entrance.add(deltaX, deltaY, deltaZ);
        Location exit = getProjectileLocation(oppositeSideCorner, data, hitBox, deltaX, deltaY, deltaZ, fromYaw, fromPitch);
        // hit detection and reaction
        boolean hitX = entrance.getX() <= hitBox.getHighestX() && entrance.getX() >= hitBox.getLowestX();
        boolean hitY = entrance.getY() <= hitBox.getHighestY() && entrance.getY() >= hitBox.getLowestY();
        boolean hitZ = entrance.getZ() <= hitBox.getHighestZ() && entrance.getZ() >= hitBox.getLowestZ();
        if (hitX && hitY && hitZ) {
            hits.add(new Hit(from, entrance, exit, hitBox, data));
        }
    }
    return hits;
}

private Location getProjectileLocation(Location thisSideCorner, ShotData data, HitBox hitBox, float fromYaw, float fromPitch) {
    return getProjectileLocation(thisSideCorner, data, hitBox, 0, 0, 0, fromYaw, fromPitch);
}

private Location getProjectileLocation(Location thisSideCorner, ShotData data, HitBox hitBox, double addX, double addY, double addZ, float fromYaw, float fromPitch) {
    double deltaFromToSideCornerX = thisSideCorner.getX() - from.getX();
    double deltaFromToSideCornerY = thisSideCorner.getY() - from.getY();
    double deltaFromToSideCornerZ = thisSideCorner.getZ() - from.getZ();
    double xzDistFromSideCorner = Math.sqrt(Math.pow(deltaFromToSideCornerX, 2) + Math.pow(deltaFromToSideCornerZ, 2));
    double yawToSideCorner = Math.atan2(deltaFromToSideCornerX, deltaFromToSideCornerZ) * 180 / Math.PI;// flipped x and z from normal
    double theta1 = yawToSideCorner - fromYaw;
    double theta2 = yawToSideCorner - theta1;
    double outerAngle = 180 - yawToSideCorner - 90;// previously theta1
    double outerAngleInShotCone = outerAngle + 90 + hitBox.getYawRotation();
    double lastAngleInShotCone = 180 - theta1 - outerAngleInShotCone;
    double xzDistanceFromHit = (xzDistFromSideCorner * Math.sin(Math.toRadians(outerAngleInShotCone))) / Math.sin(Math.toRadians(lastAngleInShotCone));
    double deltaX = xzDistanceFromHit * Math.sin(Math.toRadians(theta2));// leaves out sin 90 because its just equal to 1...
    double deltaZ = xzDistanceFromHit * Math.sin(Math.toRadians(90 - theta2));// leaves out sin 90 because its just equal to 1...
    double xyzDistFromSideCorner = Math.sqrt(Math.pow(xzDistFromSideCorner, 2) + Math.pow(deltaFromToSideCornerY, 2));
    double theta3 = Math.atan2(Math.abs(deltaFromToSideCornerY), xzDistFromSideCorner) * 180 / Math.PI;
    double theta4 = Math.abs(fromPitch) - theta3;
    double theta5 = 90 + theta3;
    double theta6 = 180 - theta4 - theta5;
    double hitDistance = (xyzDistFromSideCorner * Math.sin(Math.toRadians(theta5))) / Math.sin(Math.toRadians(theta6));
    double deltaY = hitDistance * Math.sin(Math.toRadians(Math.abs(fromPitch)));// leaves out sin 90 because its just equal to 1...
    if (deltaFromToSideCornerX < 0 && deltaX > 0) {
        deltaX *= -1;
    }
    if (fromPitch > 0 && deltaY > 0) {// pitch in minecraft is backwards, normally it would be fromPitch < 0
        deltaY *= -1;
    }
    if (deltaFromToSideCornerZ < 0 && deltaZ > 0) {
        deltaZ *= -1;
    }
    Location hit = from.clone().add(deltaX + addX, deltaY + addY, deltaZ + addZ);
    hit.setYaw(fromYaw);
    hit.setPitch(fromPitch);
    return hit;
}
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HitBox.java:

private float yawRotation;
private double x, y, z;
private double[][] additions;
private Location center;
private Location[] corners = new Location[8];
private List<DataZone> dataZones = new ArrayList<DataZone>();
private UUID uuid = UUID.randomUUID();

//@formatter:off
/*
 * O = origin
 * X = x-axis
 * Y = y-axis
 * Z = z-axis
 * C = center
 * 
 *    ---------------------
 *   /                   /|
 *  /                   / |
 * Y--------------------  |
 * |                90 |  |     0 yaw
 * |   ^               |  |    /
 * |   |               |  |
 * |   |               |  |  /
 * | HEIGHT    C       |  |
 * |   |               |  |/
 * |   |               |  Z
 * |   v               | /
 * |   <---WIDTH--->   |/<---LENGTH
 * O-------------------X - - - - - - - - - -270 yaw
 */

/**
 * An invisible box in the world that can be hit with a shot.
 * Additionally, {@link DataZone} instances can be added to this, 
 * allowing for different damage and thickness on an area of the box.
 * 
 * @param center The center of the hit box
 * @param length The length (z axis) of the hit box
 * @param width The width (x axis) of the hit box
 * @param height The height (y axis) of the hit box
 * @param yawRotation The rotation around the center of the origin (or any other point)
 */
public HitBox(Location center, double length, double width, double height, float yawRotation) {  
    corners[0] = center.clone().add(-1 * width / 2, -1 * height / 2, -1 * length / 2);
    this.center = center;
    this.x = width;
    this.y = height;
    this.z = length;
    rotate(yawRotation);
}
//@formatter:on
public Location[] getCorners() {
    return corners;
}

public Location getCorner(int corner) {
    return corners[corner];
}

public Location getOrigin() {
    return corners[0];
}

public void update() {};

public boolean isZoneOpen(DataZone zone) {
    for (DataZone placed : dataZones) {
        boolean Xs = overlap_1D(placed.xFrom, placed.xTo, zone.xFrom, zone.xTo);
        boolean Ys = overlap_1D(placed.yFrom, placed.yTo, zone.yFrom, zone.yTo);
        boolean Zs = overlap_1D(placed.zFrom, placed.zTo, zone.zFrom, zone.zTo);
        if (Xs && Ys && Zs) {
            return true;
        }
    }
    return false;
}

public void rotate(float degrees) {
    Location origin = corners[0];
    this.yawRotation = (yawRotation + degrees) % 360;
    additions = new double[][] { {0, 0, 0}, {x, 0, 0}, {0, y, 0}, {0, 0, z}, {x, 0, z}, {x, y, 0}, {x, y, z}, {0, y, z}};
    for (int i = 0; i < 8; i++) {
        double[] addition = additions[i];
        double xPrime = center.getX() + (center.getX() - (origin.getX() + addition[0])) * Math.cos(Math.toRadians(yawRotation)) - (center.getZ() - (origin.getZ() + addition[2])) * Math.sin(Math.toRadians(yawRotation));
        double zPrime = center.getZ() + (center.getX() - (origin.getX() + addition[0])) * Math.sin(Math.toRadians(yawRotation)) + (center.getZ() - (origin.getZ() + addition[2])) * Math.cos(Math.toRadians(yawRotation));
        corners[i] = new Location(center.getWorld(), xPrime, origin.getY() + addition[1], zPrime, yawRotation, 0);
    }
}

public void move(Location center) {
    double deltaX = center.getX() - this.center.getX();
    double deltaY = center.getY() - this.center.getY();
    double deltaZ = center.getZ() - this.center.getZ();
    for (int i = 0; i < 8; i++) {
        corners[i].add(deltaX, deltaY, deltaZ);
    }
    this.center = center;
}

protected void setY(double y) {
    int[] toChange = new int[] {2, 5, 6, 7};
    for (int i : toChange) {
        corners[i].setY(corners[0].getY() + y);
    }
    this.y = y;
}

public double getHighestX() {
    double highestX = Double.MIN_VALUE;
    for (Location location : corners) {
        if (location.getX() > highestX) {
            highestX = location.getX();
        }
    }
    return highestX;
}

public double getHighestY() {
    return corners[0].getY() + y;
}

public double getHighestZ() {
    double highestZ = Double.MIN_VALUE;
    for (Location location : corners) {
        if (location.getZ() > highestZ) {
            highestZ = location.getZ();
        }
    }
    return highestZ;
}

public double getLowestX() {
    double lowestX = Double.MAX_VALUE;
    for (Location location : corners) {
        if (location.getX() < lowestX) {
            lowestX = location.getX();
        }
    }
    return lowestX;
}

public double getLowestY() {
    return corners[0].getY();
}

public double getLowestZ() {
    double lowestZ = Double.MAX_VALUE;
    for (Location location : corners) {
        if (location.getZ() < lowestZ) {
            lowestZ = location.getZ();
        }
    }
    return lowestZ;
}

public float getYawRotation() {
    return yawRotation;
}
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Mat*_*ram 2

也许可以考虑沿着子弹行进的相同矢量画一条线,这将为正在发生的事情提供视觉指示,传递相同的计算等。

正如其他人提到的,还包括大量调试打印输出。希望一旦您有了视觉提示,您就可以看到问题计算发生的时间/地点。

此外,您应该致力于使用标准数据类型进行计算,即浮点数或双精度数,而不是两者都使用,因为这可能会导致一些奇怪的舍入和计算问题。

  • 最准确的类型是 float xD (2认同)