使用余弦定理计算角度,给定 2 点并计算 1 点
我正在 AIR (as3) 中开发一款移动游戏。我为这个游戏创建了一些机器人,它们最初只是四处游荡。但当奖金登场时,他们就必须走向奖金。
新奖励的检测和机器人的移动工作正常,但当新奖励进入阶段时,操作会出现问题。
基本上,这就是它的工作原理(或者我尝试让它工作):
我的机器人随着他的旋转作为参数移动。 (工作正常)
private function moveToNextLocation():void
{
var angle:Number = _rotation * 0.0174532925; // 1 degree = 0.0174532925 radians
var speedX:Number = Math.sin(angle) * _speed;
var speedY:Number = -Math.cos(angle) * _speed;
if (_turnLeft && !_moveToBonus){
_rotation -= _rotationStep * (_speed / _maxSpeed);
}
else if (_turnRight && !_moveToBonus){
_rotation += _rotationStep * (_speed / _maxSpeed);
}
this.x += speedX; this.y += speedY;
}
所以,为了知道是否出现新的奖金,我首先捕获一个事件:
protected function onNewBonusAppeared(event:BonusEvent):void
{
trace("new bonus appeared!");
_moveToBonus = true;
_rotation = getRotation(new Point(event.bonus.x, event.bonus.y));
trace("Heading to " + event.bonus.type + " with new rotation: " + _rotation);
}
我的机器人现在位于 A 点,通常会前往 B 点(正常的下一个位置)。 然后,新的奖励出现在 C 点(下一个位置)。 我想用余弦定理来解决这个问题,因为我需要 A 的角度来知道我的机器人的新旋转。 这就是我尝试计算的方法:
// calculate new rotation
private function getRotation(nextLocation:Point):Number
{
//sources:
//http://www.teacherschoice.com.au/maths_library/trigonometry/triangle_given_3_points.htm
//http://en.wikipedia.org/wiki/Law_of_cosines
//http://stackoverflow.com/questions/1211212/how-to-calculate-an-angle-from-three-points
//Calculate current angle and corners
var angle:Number = _rotation * 0.0174532925;
var currentLocation:Point = new Point(this.x, this.y);
var normalNextLocation:Point = new Point(Math.sin(angle) * _speed, -Math.cos(angle) * _speed);
//Calculate lengths of the 3 sides of the triangle
var lengthA:Number = calculateLength(normalNextLocation, nextLocation);
var lengthB:Number = calculateLength(currentLocation, nextLocation);
var lengthC:Number = calculateLength(currentLocation, normalNextLocation);
//Calculate the difference in rotation
//-------------THIS IS WHERE IT GOES WRONG-----------
var deltaRotation:Number = calculateAndInverseCosineRule(lengthA, lengthB, lengthC);
//positive or negative rotation difference
if (normalNextLocation.y < nextLocation.y)
return _rotation - deltaRotation;
else
return _rotation + deltaRotation;
}
private function calculateLength(a:Point, b:Point):Number
{
//SQRT((x2 - x1)² + (y2 - y1)²)
return Math.sqrt(Math.pow(b.x - a.x, 2) + Math.pow(b.y - a.y, 2));
}
private function calculateAndInverseCosineRule(lengthA:Number, lengthB:Number, lengthC:Number):Number
{
//a² = b² + c² - 2*b*c*cos(alpha)
//cos(alpha) = (b² + c ² - a²) / (2 * b * c)
//alpha = cos^-1(cos(alpha))
var cos:Number = (Math.pow(lengthB, 2) + Math.pow(lengthC, 2) - Math.pow(lengthA, 2))
/ (2 * lengthB * lengthC);
trace("cos: ", cos); //returns NAN at some point... don't know why
return Math.acos(cos);
}
我已经在这个问题上搜索了很长一段时间,但找不到答案......有人看到我做错了什么吗? - [固定的]
I am developing a game for mobile in AIR (as3). I have created some bots for this game that initially just wander around. But when a bonus enters the stage, they have to move to the bonus.
The detection of a new bonus and moving of the bots works fine, but there is something wrong with the manipulation when a new bonus enters the stage.
Basically, this is how it works (or I try to make it work):
My bot moves along with his rotation as a parameter. (works fine)
private function moveToNextLocation():void
{
var angle:Number = _rotation * 0.0174532925; // 1 degree = 0.0174532925 radians
var speedX:Number = Math.sin(angle) * _speed;
var speedY:Number = -Math.cos(angle) * _speed;
if (_turnLeft && !_moveToBonus){
_rotation -= _rotationStep * (_speed / _maxSpeed);
}
else if (_turnRight && !_moveToBonus){
_rotation += _rotationStep * (_speed / _maxSpeed);
}
this.x += speedX; this.y += speedY;
}
So, to do know if a new bonus appears I catch an event first:
protected function onNewBonusAppeared(event:BonusEvent):void
{
trace("new bonus appeared!");
_moveToBonus = true;
_rotation = getRotation(new Point(event.bonus.x, event.bonus.y));
trace("Heading to " + event.bonus.type + " with new rotation: " + _rotation);
}
My bot is now on point A and would normally go to point B (normalNextLocation).
Then, the new bonus appears on point C (nextLocation).
I wanted to solve this whit the Law of Cosines, since I needed A's angle to know the new rotation of my bot.
This is how I tried to calculate this:
// calculate new rotation
private function getRotation(nextLocation:Point):Number
{
//sources:
//http://www.teacherschoice.com.au/maths_library/trigonometry/triangle_given_3_points.htm
//http://en.wikipedia.org/wiki/Law_of_cosines
//http://stackoverflow.com/questions/1211212/how-to-calculate-an-angle-from-three-points
//Calculate current angle and corners
var angle:Number = _rotation * 0.0174532925;
var currentLocation:Point = new Point(this.x, this.y);
var normalNextLocation:Point = new Point(Math.sin(angle) * _speed, -Math.cos(angle) * _speed);
//Calculate lengths of the 3 sides of the triangle
var lengthA:Number = calculateLength(normalNextLocation, nextLocation);
var lengthB:Number = calculateLength(currentLocation, nextLocation);
var lengthC:Number = calculateLength(currentLocation, normalNextLocation);
//Calculate the difference in rotation
//-------------THIS IS WHERE IT GOES WRONG-----------
var deltaRotation:Number = calculateAndInverseCosineRule(lengthA, lengthB, lengthC);
//positive or negative rotation difference
if (normalNextLocation.y < nextLocation.y)
return _rotation - deltaRotation;
else
return _rotation + deltaRotation;
}
private function calculateLength(a:Point, b:Point):Number
{
//SQRT((x2 - x1)² + (y2 - y1)²)
return Math.sqrt(Math.pow(b.x - a.x, 2) + Math.pow(b.y - a.y, 2));
}
private function calculateAndInverseCosineRule(lengthA:Number, lengthB:Number, lengthC:Number):Number
{
//a² = b² + c² - 2*b*c*cos(alpha)
//cos(alpha) = (b² + c ² - a²) / (2 * b * c)
//alpha = cos^-1(cos(alpha))
var cos:Number = (Math.pow(lengthB, 2) + Math.pow(lengthC, 2) - Math.pow(lengthA, 2))
/ (2 * lengthB * lengthC);
trace("cos: ", cos); //returns NAN at some point... don't know why
return Math.acos(cos);
}
I've searched on this matter for quite some time now, but can't find the answer... Does anybody see what I'm doing wrong? - [Fixed]
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(1)
这里有一个拼写错误:
要减去的数量应该是
Math.pow(lengthA, 2)
。按照原样,您可以计算(模浮点误差)lengthB^2/(2*lengthB*lengthC)
。如果lengthB == 0
,这会产生一个NaN
,我怀疑这就是发生的情况。这意味着nextLocation
与currentLocation
相同或至少非常接近。另一方面,
normalNextLocation
不应该是currentLocation + timeStep*velocity
吗?据我所知,您将其设置为velocity
。You have a typo here:
The quantity to subtract should be
Math.pow(lengthA, 2)
. As is, you calculate (modulo floating point inaccuracies)lengthB^2/(2*lengthB*lengthC)
. That would produce aNaN
iflengthB == 0
, which I suspect is what happens. This meansnextLocation
is identical or at least very close tocurrentLocation
.On another note, shouldn't
normalNextLocation
becurrentLocation + timeStep*velocity
? You set it tovelocity
, as far as I can see.