我的C++代码有什么问题?

What's wrong with my C++ code?

本文关键字:问题 什么 C++ 代码 我的      更新时间:2023-10-16

我正在尝试创建一个输出到控制台的等边三角形,但我的代码似乎在点 0,0 处输出三角形。

我该如何解决这个问题?

这是我所拥有的:

头文件:

#include "shape.h"
#include "vertex.h"
#include <list>
// An equilateral triangle
class Triangle : public Shape
{ 
    // the radius provides the length of a side
    // and enables a vertex to be plotted from
    // which the other two vertices can be derived
    // via rotation
    int radius;
public:
    // constructor
    Triangle(Vertex point, int radius = 10);
    // calculates and returns a triangle's area
    int area();
    // calculates and returns a triangle's perimeter
    int perimeter();
};

和 CPP 文件

#include "triangle.h"
#include "vertex.h"
#include <list>
Triangle::Triangle(Vertex point, int radius) : Shape(point)
{
    this->radius = radius;
    this->centroid = Vertex(0,0); 
    vertices.push_back(Vertex(centroid.getY() + radius));
    vertices.push_back(Vertex(centroid.getY() + (radius*2)));
    vertices.push_back(Vertex(centroid.getX() * cos(120) - centroid.getY() * sin(120),centroid.getY() * cos(120) + centroid.getX() * sin(120)));
    vertices.push_back(Vertex(centroid.getX() * cos(240) - centroid.getY() * sin(240),centroid.getY() * cos(240) + centroid.getX() * sin(240)));
    this->centroid = point;
}
// returns the area of an equilateral triangle
int Triangle::area()
{
    return radius*radius*(sqrt(3)/4);
}
// returns the perimeter of an equilateral triangle
int Triangle::perimeter()
{
    return radius *3;
}

我不确定它有什么问题。我已经尝试了许多不同的方法来修复它,但我没有运气这样做。有人可以帮忙吗?

sincos等使用弧度,而不是度。

此外,您将质心设置为硬编码0,0

正如另一个答案所指出的,sincos以弧度而不是度数来接受他们的论点。
此外,您的构造函数似乎很奇怪。请记住,我没有代码背后的所有细节(VertexShape,...),但是假设vertices需要包含三角形的三个顶点,并且Vertex有一个构造函数采用三个坐标,我会尝试这样的事情:

Triangle::Triangle(Vertex point, int radius) : Shape(point)
{
    this->radius = radius;
    // in any case, you want the traingle to be centered around the point given as input
    this->centroid = point;
// we can just avoid calling trigonometric functions at runtime
// also, the values for these particular angles are well-known, so we don't need to call any actual trigonometric functions
    static const float COS_60 = 0.5f;
    static const float COS_30 = 0.5f * sqrt(3.f);
    // compute the length of the side of the triangle based on its radius
    // for instance, using any of the six right triangles between the center, a vertice and the projection of the center against one of the sides
    const float side = radius * 2.f * COS_30;
    // more basic geometry
    const float bottomHeight = point.getY() - COS_60 * radius;
    // first vertice is right above the center
    this->vertices.push_back(Vertex(point.getX(), point.getY() + radius));
    // second vertice is at the bottom height, and its X position is offset by half the side
    this->vertices.push_back(Vertex(point.getX() + COS_60 * side, bottomHeight));
    // same, but in the other direction
    this->vertices.push_back(Vertex(point.getX() - COS_60 * side, bottomHeight));
}