沿直线移动的算法

Algorithm for movement along linear line

本文关键字:算法 移动      更新时间:2023-10-16

代码:

我的功能如下:

bool Action::approach (img_comp &mover, sf::Vector2f start, sf::Vector2f end, int speed)
{
    //Get the change in x and y
    float delta_x = (end.x - start.x) / speed;
    float delta_y = (end.y - start.y) / speed;
    //Move the sprite
    mover.sprite.move(delta_x, delta_y);
    //Check if the sprite has met the end
    if (mover.sprite.getPosition() == end)
        return true;
    return false;
}

(其中sf::Vector2f基本上是具有xy浮点参数的结构,例如x-y网格上的点)

问题:

不出所料,由于float的四舍五入,该函数在通过终点后有可能永远不会返回true。在这种情况下,我使用什么算法使我的精灵准确地落在end点上,而不考虑舍入?

注意:宽容不是我问题的答案。这只是一种妥协。我想要的算法是第一次完美地选择点,而不考虑任何舍入。如果这是不可能的,请告诉我。

我想你已经有了答案,因为float的四舍五入,你不应该做mover.sprite.getPosition() == end,而是看看mover.sprite.getPosition() - end是否小于某个数字,比如

 float diff = mover.sprite.getPosition() - end;
 if (diff < 0)
    diff *= -1;
 //Check if the sprite has met the end
 if (diff > 0.01)
        return true;

这样你就不会检查你是否在现场,而是检查你是否离现场足够近。要改进这一点,你也可以做:

 float diff = mover.sprite.getPosition() - end;
 if (diff < 0)
    diff *= -1;
 //Check if the sprite has met the end
 if (diff > 0.01){
        mover.sprite.getPosition() = end; //this might not be the exact syntax but the idea is clear i hope
        return true;
 }

您的精灵可以向左或向右,因此您应该考虑使用当前位置和终点之间的绝对差。

Epsilon = 1e-9
deltaX = (end.x - start.x) / speed
deltaY = (end.y - start.y) / speed
dirX = Math.sgn(deltaX)
dirY = Math.sgn(deltaY)
mover.sprite.move(deltaX, deltaY);
crossedEndX = dirX * (mover.sprite.getPosition().x - end.x) > Epsilon
crossedEndY = dirY * (mover.sprite.getPosition().y - end.y) > Epsilon
if(crossedEndX && crossedEndY)
  return true

您可以执行类似"如果点接近终点,则点=终点"的操作,而不是直接比较

/* Set TOLERANCE to whatever makes sense.
 * Could have different X and Y values too...
 */
#define TOLERANCE 0.01
sf::Vector2f &newPos = mover.sprite.getPoition();
if (abs(newPos[0] - end[0]) < TOLERANCE &&
    abs(newPos[1] - end[1]) < TOLERANCE) {
{
    mover.sprite.setPosition(end);
    result = true;
}