尝试在3D世界中射击子弹.在 x 和 z 中遇到奇数偏移



好吧,所以我正在使用Bukkit API(Minecraft),这应该不是太大的问题,因为它的使用最少。因此,位置包含世界,x,y,z,偏航和俯仰。这可能会派上用场,但我对此表示怀疑。

我的问题是我使用 Shot 类(下图)进行拍摄,当大约 5 个街区外时,任何一个似乎都有 +-3 的差异,而 HitBox 在大约 5 个街区外实例化(这可能是问题(移动/旋转方法))。我尝试在纸上解决这个问题,并使用了半个记事本这样做,但我还无法找到解决方案。我需要的是一个了解三角学和Java的人,这样他们就可以提供帮助。

其他可能有用的信息:

  • +z 是 0 度偏航,-x 是 90 度,-z 是 180,+x 是 270。
  • 这些变量似乎偶尔不正确,在某些情况下,它们可以正常工作并构成命中。
  • Shot 构造函数中的 Location (from) 参数是玩家在世界中的位置,因此 from 不是 (0, 0, 0)。
  • ShotData 不应该影响任何值,因为我的风速和风向为 0(如果涉及此的数学有问题,请随时告诉我,哈哈)
  • 音高似乎很好,尽管 +y 是 -90,而 -y 是 90(很奇怪吧?

所以我的问题是...问题出在哪里,我该如何解决?很抱歉,这是一个如此普遍的问题,这是一个非常普遍的问题,但这是真正必要的时刻之一。我试图删除所有不必要的代码,但如果需要,您可以删除更多代码。另外,如果您想查看此处可能引用的任何其他内容,我可以为您获取。

拍摄.java:

private final Location from;
private ShotData data;
public Shot(Location from, ShotData data) {
    this.from = from;
    this.data = data;
}
// TODO - Checking for obstacles
public List<Hit> shoot(List<HitBox> hitBoxes) {
    List<Hit> hits = new ArrayList<Hit>();
    for (HitBox hitBox : hitBoxes) {
        hitBox.update();
        float fromYaw = from.getYaw() % 360;
        float fromPitch = from.getPitch() % 360;
        // making sure the center location is within range
        if (hitBox.getCenter().distanceSquared(from) > Math.pow(data.getDistanceToTravel(), 2)) {
            continue;
        }
        /* TODO Only allow hits on parts of the rectangle that are within range,
         * not just the whole thing if the center is within range. */
        // accounting for wind speed/direction
        float windCompassDirection = data.getWindCompassDirection(from.getWorld());
        float windSpeed = data.getWindSpeedMPH(from.getWorld());
        fromYaw += (windCompassDirection > fromYaw ? 1 : windCompassDirection < fromYaw ? -1 : 0) * windSpeed;
        fromYaw %= 360;
        int[] orderClockwise = new int[] {0, 1, 4, 3};
        Location thisSideCorner = hitBox.getCorner(0);
        Location oppositeSideCorner = hitBox.getCorner(0);
        for (int i = 0; i < orderClockwise.length; i++) {
            int num = orderClockwise[i];
            Location corner = hitBox.getCorner(num);
            Location clockwise = hitBox.getCorner(orderClockwise[(i + 1) % 3]);
            if ((Math.atan2(from.getZ() - corner.getZ(), from.getX() - corner.getX()) * 180 / Math.PI) > 0 && corner.distanceSquared(from) < clockwise.distanceSquared(from)) {
                thisSideCorner = corner;
                int exitCornerClockwiseAmount = (Math.atan2(from.getZ() - clockwise.getZ(), from.getX() - clockwise.getX()) * 180 / Math.PI) < 0 ? 2 : 3;
                oppositeSideCorner = hitBox.getCorner((i + exitCornerClockwiseAmount) % 3);
            }
        }
        Location entrance = getProjectileLocation(thisSideCorner, data, hitBox, fromYaw, fromPitch);
        double distance = entrance.distance(from);
        double deltaX = data.getDeltaX(distance, fromYaw);
        double deltaY = data.getDeltaY(distance, fromPitch);
        double deltaZ = data.getDeltaZ(distance, fromYaw);
        entrance.add(deltaX, deltaY, deltaZ);
        Location exit = getProjectileLocation(oppositeSideCorner, data, hitBox, deltaX, deltaY, deltaZ, fromYaw, fromPitch);
        // hit detection and reaction
        boolean hitX = entrance.getX() <= hitBox.getHighestX() && entrance.getX() >= hitBox.getLowestX();
        boolean hitY = entrance.getY() <= hitBox.getHighestY() && entrance.getY() >= hitBox.getLowestY();
        boolean hitZ = entrance.getZ() <= hitBox.getHighestZ() && entrance.getZ() >= hitBox.getLowestZ();
        if (hitX && hitY && hitZ) {
            hits.add(new Hit(from, entrance, exit, hitBox, data));
        }
    }
    return hits;
}
private Location getProjectileLocation(Location thisSideCorner, ShotData data, HitBox hitBox, float fromYaw, float fromPitch) {
    return getProjectileLocation(thisSideCorner, data, hitBox, 0, 0, 0, fromYaw, fromPitch);
}
private Location getProjectileLocation(Location thisSideCorner, ShotData data, HitBox hitBox, double addX, double addY, double addZ, float fromYaw, float fromPitch) {
    double deltaFromToSideCornerX = thisSideCorner.getX() - from.getX();
    double deltaFromToSideCornerY = thisSideCorner.getY() - from.getY();
    double deltaFromToSideCornerZ = thisSideCorner.getZ() - from.getZ();
    double xzDistFromSideCorner = Math.sqrt(Math.pow(deltaFromToSideCornerX, 2) + Math.pow(deltaFromToSideCornerZ, 2));
    double yawToSideCorner = Math.atan2(deltaFromToSideCornerX, deltaFromToSideCornerZ) * 180 / Math.PI;// flipped x and z from normal
    double theta1 = yawToSideCorner - fromYaw;
    double theta2 = yawToSideCorner - theta1;
    double outerAngle = 180 - yawToSideCorner - 90;// previously theta1
    double outerAngleInShotCone = outerAngle + 90 + hitBox.getYawRotation();
    double lastAngleInShotCone = 180 - theta1 - outerAngleInShotCone;
    double xzDistanceFromHit = (xzDistFromSideCorner * Math.sin(Math.toRadians(outerAngleInShotCone))) / Math.sin(Math.toRadians(lastAngleInShotCone));
    double deltaX = xzDistanceFromHit * Math.sin(Math.toRadians(theta2));// leaves out sin 90 because its just equal to 1...
    double deltaZ = xzDistanceFromHit * Math.sin(Math.toRadians(90 - theta2));// leaves out sin 90 because its just equal to 1...
    double xyzDistFromSideCorner = Math.sqrt(Math.pow(xzDistFromSideCorner, 2) + Math.pow(deltaFromToSideCornerY, 2));
    double theta3 = Math.atan2(Math.abs(deltaFromToSideCornerY), xzDistFromSideCorner) * 180 / Math.PI;
    double theta4 = Math.abs(fromPitch) - theta3;
    double theta5 = 90 + theta3;
    double theta6 = 180 - theta4 - theta5;
    double hitDistance = (xyzDistFromSideCorner * Math.sin(Math.toRadians(theta5))) / Math.sin(Math.toRadians(theta6));
    double deltaY = hitDistance * Math.sin(Math.toRadians(Math.abs(fromPitch)));// leaves out sin 90 because its just equal to 1...
    if (deltaFromToSideCornerX < 0 && deltaX > 0) {
        deltaX *= -1;
    }
    if (fromPitch > 0 && deltaY > 0) {// pitch in minecraft is backwards, normally it would be fromPitch < 0
        deltaY *= -1;
    }
    if (deltaFromToSideCornerZ < 0 && deltaZ > 0) {
        deltaZ *= -1;
    }
    Location hit = from.clone().add(deltaX + addX, deltaY + addY, deltaZ + addZ);
    hit.setYaw(fromYaw);
    hit.setPitch(fromPitch);
    return hit;
}

命中框.java:

private float yawRotation;
private double x, y, z;
private double[][] additions;
private Location center;
private Location[] corners = new Location[8];
private List<DataZone> dataZones = new ArrayList<DataZone>();
private UUID uuid = UUID.randomUUID();
//@formatter:off
/*
 * O = origin
 * X = x-axis
 * Y = y-axis
 * Z = z-axis
 * C = center
 * 
 *    ---------------------
 *   /                   /|
 *  /                   / |
 * Y--------------------  |
 * |                90 |  |     0 yaw
 * |   ^               |  |    /
 * |   |               |  |
 * |   |               |  |  /
 * | HEIGHT    C       |  |
 * |   |               |  |/
 * |   |               |  Z
 * |   v               | /
 * |   <---WIDTH--->   |/<---LENGTH
 * O-------------------X - - - - - - - - - -270 yaw
 */
/**
 * An invisible box in the world that can be hit with a shot.
 * Additionally, {@link DataZone} instances can be added to this, 
 * allowing for different damage and thickness on an area of the box.
 * 
 * @param center The center of the hit box
 * @param length The length (z axis) of the hit box
 * @param width The width (x axis) of the hit box
 * @param height The height (y axis) of the hit box
 * @param yawRotation The rotation around the center of the origin (or any other point)
 */
public HitBox(Location center, double length, double width, double height, float yawRotation) {  
    corners[0] = center.clone().add(-1 * width / 2, -1 * height / 2, -1 * length / 2);
    this.center = center;
    this.x = width;
    this.y = height;
    this.z = length;
    rotate(yawRotation);
}
//@formatter:on
public Location[] getCorners() {
    return corners;
}
public Location getCorner(int corner) {
    return corners[corner];
}
public Location getOrigin() {
    return corners[0];
}
public void update() {};
public boolean isZoneOpen(DataZone zone) {
    for (DataZone placed : dataZones) {
        boolean Xs = overlap_1D(placed.xFrom, placed.xTo, zone.xFrom, zone.xTo);
        boolean Ys = overlap_1D(placed.yFrom, placed.yTo, zone.yFrom, zone.yTo);
        boolean Zs = overlap_1D(placed.zFrom, placed.zTo, zone.zFrom, zone.zTo);
        if (Xs && Ys && Zs) {
            return true;
        }
    }
    return false;
}
public void rotate(float degrees) {
    Location origin = corners[0];
    this.yawRotation = (yawRotation + degrees) % 360;
    additions = new double[][] { {0, 0, 0}, {x, 0, 0}, {0, y, 0}, {0, 0, z}, {x, 0, z}, {x, y, 0}, {x, y, z}, {0, y, z}};
    for (int i = 0; i < 8; i++) {
        double[] addition = additions[i];
        double xPrime = center.getX() + (center.getX() - (origin.getX() + addition[0])) * Math.cos(Math.toRadians(yawRotation)) - (center.getZ() - (origin.getZ() + addition[2])) * Math.sin(Math.toRadians(yawRotation));
        double zPrime = center.getZ() + (center.getX() - (origin.getX() + addition[0])) * Math.sin(Math.toRadians(yawRotation)) + (center.getZ() - (origin.getZ() + addition[2])) * Math.cos(Math.toRadians(yawRotation));
        corners[i] = new Location(center.getWorld(), xPrime, origin.getY() + addition[1], zPrime, yawRotation, 0);
    }
}
public void move(Location center) {
    double deltaX = center.getX() - this.center.getX();
    double deltaY = center.getY() - this.center.getY();
    double deltaZ = center.getZ() - this.center.getZ();
    for (int i = 0; i < 8; i++) {
        corners[i].add(deltaX, deltaY, deltaZ);
    }
    this.center = center;
}
protected void setY(double y) {
    int[] toChange = new int[] {2, 5, 6, 7};
    for (int i : toChange) {
        corners[i].setY(corners[0].getY() + y);
    }
    this.y = y;
}
public double getHighestX() {
    double highestX = Double.MIN_VALUE;
    for (Location location : corners) {
        if (location.getX() > highestX) {
            highestX = location.getX();
        }
    }
    return highestX;
}
public double getHighestY() {
    return corners[0].getY() + y;
}
public double getHighestZ() {
    double highestZ = Double.MIN_VALUE;
    for (Location location : corners) {
        if (location.getZ() > highestZ) {
            highestZ = location.getZ();
        }
    }
    return highestZ;
}
public double getLowestX() {
    double lowestX = Double.MAX_VALUE;
    for (Location location : corners) {
        if (location.getX() < lowestX) {
            lowestX = location.getX();
        }
    }
    return lowestX;
}
public double getLowestY() {
    return corners[0].getY();
}
public double getLowestZ() {
    double lowestZ = Double.MAX_VALUE;
    for (Location location : corners) {
        if (location.getZ() < lowestZ) {
            lowestZ = location.getZ();
        }
    }
    return lowestZ;
}
public float getYawRotation() {
    return yawRotation;
}

也许考虑沿着子弹行进的相同矢量画一条线,这将为正在发生的事情提供视觉指示器,传递相同的计算等。

正如其他人提到的,还包括许多调试打印输出。希望一旦你有了视觉提示,你就可以看到问题计算发生的时间/地点。

此外,您应该使用标准数据类型进行计算,浮点数或双精度数,而不是两者兼而有之,因为这可能会导致一些奇怪的舍入和计算问题。

我知道

这已经非常晚了(实际上将近 5 年),但我在这个问题问完几周后开发了一个解决方案。在重新访问StackOverflow之后,我决定为任何可能发现它有用的人提供我的解决方案。

问题中发现的大量代码墙的问题在于,正在计算许多值,并且每次计算都会失去精度,从而导致一定程度的变化(就像我说的,+/-5 块)。

解决方案源可在此处找到:https://github.com/JamesNorris/MCShot

要计算相交(可在 util/Plane3D.java 中找到):

public Vector getIntersect(LineSegment3D segment) {
    Vector u = segment.getEnd().subtract(segment.getStart());
    Vector w = segment.getStart().subtract(point);
    double D = normal.dot(u);
    double N = -normal.dot(w);
    if (Math.abs(D) < .00000001) {
        /* if N == 0, segment lies in the plane */
        return null;
    }
    double sI = N / D;
    if (sI < 0 || sI > 1) {
        return null;
    }
    return segment.getStart().add(u.multiply(sI));
}

如您所见,这需要更少的计算,因此提供了更高的精度。此函数获取 3D 平面的交点。使用以下值构建 3D 平面:

point - 在平面内发现的某个点
normal - 法线 平面的矢量

我希望有人发现这个解决方案有帮助,或者至少可以把它用作计算精度的一课!

相关内容

最新更新