For循环中的Switch语句无法检查变量的某些值

Switch Statement within For Loop Failing to Check Variable at Certain Values

本文关键字:变量 检查 循环 Switch 语句 For      更新时间:2023-10-16

正如标题所示,我遇到了switch语句未能检查for循环中特定值的i变量的问题。下面的布尔函数模拟两个精灵之间的定向边界框碰撞,i变量表示定向边界框的每个面。然而,当函数返回false时,i只在01处被检查,当函数返回true时,i只在23处被检查。

我不知道是否是for循环或switch语句导致此错误,我已经仔细检查了碰撞是否适用于定向边界框的所有面,我可以确认它确实工作完美。任何形式的援助将不胜感激!

Collision.cpp:

bool Collision::orientedBoundingBoxTest(const sf::Sprite &object1, const sf::Sprite &object2, int object1Width, int object1Height, int object2Width, int object2Height)
{
    /*Variables assigned and declared here*/
    for (int i = 0; i < 4; i++)
    {
        float faceX = collisionObject1.getPoint(i).x - collisionObject1.getPoint((i + 1) % 4).x;
        float faceY = collisionObject1.getPoint(i).y - collisionObject1.getPoint((i + 1) % 4).y;
        float perpendicularAxisX = -faceY;
        float perpendicularAxisY = faceX;
        float normalizedAxisLength = sqrt(perpendicularAxisX * perpendicularAxisX + perpendicularAxisY * perpendicularAxisY);
        perpendicularAxisX /= normalizedAxisLength;
        perpendicularAxisY /= normalizedAxisLength;
        float object1Min = std::numeric_limits<float>::max(), object1Max = -object1Min;
        float object2Min = std::numeric_limits<float>::max(), object2Max = -object2Min;
        for(int j = 0; j < 4; j++)
        {
            float object1Projection = (perpendicularAxisX * (collisionObject1.getPoint(j % 4).x + collisionObject1.getPosition().x) + perpendicularAxisY * (collisionObject1.getPoint(j % 4).y + collisionObject1.getPosition().y)) / (perpendicularAxisX * perpendicularAxisX + perpendicularAxisY * perpendicularAxisY);
            object1Min = min(object1Projection, object1Min);
            object1Max = max(object1Projection, object1Max);
        }
        for(int j = 0; j < 4; j++)
        {
            float object2Projection = (perpendicularAxisX * (collisionObject2.getPoint(j % 4).x + collisionObject2.getPosition().x) + perpendicularAxisY * (collisionObject2.getPoint(j % 4).y + collisionObject2.getPosition().y)) / (perpendicularAxisX * perpendicularAxisX + perpendicularAxisY * perpendicularAxisY);
            object2Min = min(object2Projection, object2Min);
            object2Max = max(object2Projection, object2Max);
        }
        switch (i) //Switch statement failing to check "i" variable at certain values
        {
        case 0:
            deltaY = -(object1Max - object2Min);
            break;
        case 1:
            deltaX = object1Min - object2Max;
            break;
        case 2:
            deltaY = object1Min - object2Max;
            break;
        case 3:
            deltaX = -(object1Max - object2Min);
            break;
        }
        if (! (object1Max >= object2Min && object1Min <= object2Max))
            return false;
    }
    return true;
}

Engine.cpp:

void Engine::physics(sf::RenderWindow& _window)
{
    for (int i = 0; i < 5; i++)
    {
        if (collision.orientedBoundingBoxTest(collisionArray[i].collisionObjectSprite, player.playerSprite, collisionArray[i].width, collisionArray[i].height, player.width, player.height))
        {
            currentCollisionObjectIndex = i;
            player.hitTest = true;
            break;
        }
        else
        {
            player.hitTest = false;
        }
    }
    /*Additional code here*/
}

在我看来,你的结论是错误的,把cout << i << endl;放在case s之间,并确保你的结果。

我确信每个0..3都会在i的每次迭代中满足,除非调用return语句。

   switch (i)
    {
    case 0:
        deltaY = -(object1Max - object2Min); cout << i << endl;
        break;
    case 1:
        deltaX = object1Min - object2Max; cout << i << endl;
        break;
    case 2:
        deltaY = object1Min - object2Max; cout << i << endl;
        break;
    case 3:
        deltaX = -(object1Max - object2Min); cout << i << endl;
        break;
    }