Mandelbrot Set 函数崩溃
我为 Mandelbrot Set 函数做了一个 sim,zn + 1 = power(zn) + c 它可以工作,但是当我达到功能不稳定的地步时,它会崩溃,现在我有一个布尔值,当 true 时,它会连接所有圆圈,当它为 false 时,它很好(不崩溃),但当它打开时,它会崩溃,代码的工作原理如下:
开始: 建立一个圆列表,并通过方程确定 pos,然后在圆和最后一个圆之间拉一条线, 更新: 然后,当您移动圆圈时,它会使用已经创建的 gameobj 列表来更新那里的位置。
但它崩溃了:(,这是代码:
private void updateCircles()
{
StartUpdateCircles();
}
private void StartCircles()
{
float x = BlackCircle.anchoredPosition.x;
float y = BlackCircle.anchoredPosition.y;
AllCircles.Add(BlackCircle.gameObject);
for (int i = 1; i < itarations; i++)
{
Vector2 RedCircleVec2 = RedCircle.anchoredPosition;
Vector2 LastCircleVec2 = AllCircles[i - 1].GetComponent<RectTransform>().anchoredPosition;
GameObject Circle = Instantiate(BlackCircle.gameObject, Vector3.zero, Quaternion.identity);
Circle.transform.SetParent(CanvasPerent);
AllCircles.Add(Circle);
x = Mathf.Pow(x, 2);
x -= Mathf.Pow(LastCircleVec2.y, 2);
x += RedCircleVec2.x;
y = (2 * LastCircleVec2.x
* LastCircleVec2.y) + RedCircleVec2.y;
Circle.GetComponent<RectTransform>().anchoredPosition = new Vector2(x, y);
if (HasWire)
{
GameObject wire = GenrateWireStart(LastCircleVec2
, Circle.GetComponent<RectTransform>().anchoredPosition);
AllWires.Add(wire);
}
}
}
private void StartUpdateCircles()
{
float x = BlackCircle.anchoredPosition.x;
float y = BlackCircle.anchoredPosition.y;
for (int i = 1; i < itarations; i++)
{
Vector2 RedCircleVec2 = RedCircle.anchoredPosition;
Vector2 LastCircleVec2 = AllCircles[i - 1].GetComponent<RectTransform>().anchoredPosition;
RectTransform ICircle = AllCircles[i].GetComponent<RectTransform>();
x = Mathf.Pow(x, 2);
x -= Mathf.Pow(LastCircleVec2.y, 2);
x += RedCircleVec2.x;
y = (2 * LastCircleVec2.x
* LastCircleVec2.y) + RedCircleVec2.y;
ICircle.anchoredPosition = new Vector2(x, y);
if (HasWire)
{
GenrateWireUpdate(LastCircleVec2
,ICircle.anchoredPosition, i);
}
}
}
public GameObject GenrateWireStart(Vector2 NodeA, Vector2 NodeB)
{
GameObject Connector = new GameObject("connector", typeof(Image));
Connector.transform.SetParent(CanvasPerent);
RectTransform ConnectorRT = Connector.GetComponent<RectTransform>();
ConnectorRT.anchorMin = new Vector2(0, 0);
ConnectorRT.anchorMax = new Vector2(0, 0);
Connector.GetComponent<Image>().color = new Color(0f, 0f, 0f, 0.25f);
Vector2 dir = (NodeB - NodeA).normalized;
float distance = Vector2.Distance(NodeA, NodeB);
ConnectorRT.sizeDelta = new Vector2(distance, 0.005f);
ConnectorRT.position = NodeA + dir * distance * .5f;
ConnectorRT.localEulerAngles = new Vector3(0, 0, UtilsClass.GetAngleFromVectorFloat(dir));
return Connector;
}
public void GenrateWireUpdate(Vector2 NodeA, Vector2 NodeB, int i)
{
RectTransform ConnectorRT = AllWires[i - 1].GetComponent<RectTransform>();
Vector2 dir = (NodeB - NodeA).normalized;
float distance = Vector2.Distance(NodeA, NodeB);
ConnectorRT.sizeDelta = new Vector2(distance, 0.005f);
ConnectorRT.position = NodeA + dir * distance * .5f;
ConnectorRT.localEulerAngles = new Vector3(0, 0, UtilsClass.GetAngleFromVectorFloat(dir));
}
请帮助,谢谢.
i made a sim for the Mandelbrot Set function, zn + 1 = power(zn) + c
and it work but when i get to the point were the function is unstable it crashes, now i have a boolen that when true makes a wire that connects all the circles, when its false its fine(dosent crash) but when its on it does, the code works like this:
start:
building a list of circles and making there pos by the equation, and then crating a wire between the circle and the last circle,
update:
then when you move the circle it uses the already made list of gameobj to update there pos.
you can try it here:
build
github:
git
but it crashes:(, heres the code:
private void updateCircles()
{
StartUpdateCircles();
}
private void StartCircles()
{
float x = BlackCircle.anchoredPosition.x;
float y = BlackCircle.anchoredPosition.y;
AllCircles.Add(BlackCircle.gameObject);
for (int i = 1; i < itarations; i++)
{
Vector2 RedCircleVec2 = RedCircle.anchoredPosition;
Vector2 LastCircleVec2 = AllCircles[i - 1].GetComponent<RectTransform>().anchoredPosition;
GameObject Circle = Instantiate(BlackCircle.gameObject, Vector3.zero, Quaternion.identity);
Circle.transform.SetParent(CanvasPerent);
AllCircles.Add(Circle);
x = Mathf.Pow(x, 2);
x -= Mathf.Pow(LastCircleVec2.y, 2);
x += RedCircleVec2.x;
y = (2 * LastCircleVec2.x
* LastCircleVec2.y) + RedCircleVec2.y;
Circle.GetComponent<RectTransform>().anchoredPosition = new Vector2(x, y);
if (HasWire)
{
GameObject wire = GenrateWireStart(LastCircleVec2
, Circle.GetComponent<RectTransform>().anchoredPosition);
AllWires.Add(wire);
}
}
}
private void StartUpdateCircles()
{
float x = BlackCircle.anchoredPosition.x;
float y = BlackCircle.anchoredPosition.y;
for (int i = 1; i < itarations; i++)
{
Vector2 RedCircleVec2 = RedCircle.anchoredPosition;
Vector2 LastCircleVec2 = AllCircles[i - 1].GetComponent<RectTransform>().anchoredPosition;
RectTransform ICircle = AllCircles[i].GetComponent<RectTransform>();
x = Mathf.Pow(x, 2);
x -= Mathf.Pow(LastCircleVec2.y, 2);
x += RedCircleVec2.x;
y = (2 * LastCircleVec2.x
* LastCircleVec2.y) + RedCircleVec2.y;
ICircle.anchoredPosition = new Vector2(x, y);
if (HasWire)
{
GenrateWireUpdate(LastCircleVec2
,ICircle.anchoredPosition, i);
}
}
}
public GameObject GenrateWireStart(Vector2 NodeA, Vector2 NodeB)
{
GameObject Connector = new GameObject("connector", typeof(Image));
Connector.transform.SetParent(CanvasPerent);
RectTransform ConnectorRT = Connector.GetComponent<RectTransform>();
ConnectorRT.anchorMin = new Vector2(0, 0);
ConnectorRT.anchorMax = new Vector2(0, 0);
Connector.GetComponent<Image>().color = new Color(0f, 0f, 0f, 0.25f);
Vector2 dir = (NodeB - NodeA).normalized;
float distance = Vector2.Distance(NodeA, NodeB);
ConnectorRT.sizeDelta = new Vector2(distance, 0.005f);
ConnectorRT.position = NodeA + dir * distance * .5f;
ConnectorRT.localEulerAngles = new Vector3(0, 0, UtilsClass.GetAngleFromVectorFloat(dir));
return Connector;
}
public void GenrateWireUpdate(Vector2 NodeA, Vector2 NodeB, int i)
{
RectTransform ConnectorRT = AllWires[i - 1].GetComponent<RectTransform>();
Vector2 dir = (NodeB - NodeA).normalized;
float distance = Vector2.Distance(NodeA, NodeB);
ConnectorRT.sizeDelta = new Vector2(distance, 0.005f);
ConnectorRT.position = NodeA + dir * distance * .5f;
ConnectorRT.localEulerAngles = new Vector3(0, 0, UtilsClass.GetAngleFromVectorFloat(dir));
}
pls help, thank you.
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我简单地查看了你的代码,你似乎从你的计算中得到了一些无效的位置,比如无限/未定义的位置,或者只是一些对于 Unity 来说太远的位置。
我可以通过简单地将位置限制为例如
将所有位置限制为某些屏幕外最大位置来删除这些
I looked briefly into your code and you seem to get some invalid positions like infinite / undefined from your calculations or just some positions too far away for Unity.
I could remove these by simply limiting positions to e.g.
which simply limits all positions to some off-screen max positions