弧度 atan2 显示的值与它们需要的值相反
radian atan2 is showing opposite values then what they need to be
double shootx = vx + dx / t0;
double shooty = vy + dy / t0;
double radians = atan2((double)-shooty, shootx);
deg_to_aim = (int)((radians * 360) / (2 * 3.141592653589793238462));
myprintf("(A) radians = %f deg to aim = %d\n", radians, deg_to_aim);
radians 3.14 = 180 should be 0
radians 0 = 0 should be 180
radians -1.584827 = -90 should be 90
radians -1579912 = 90 should be -90
如何使所有方面的值正确显示。
目前,如果我围绕该点旋转,它会显示出向外的运动,就像在实际点后面一样,而它应该始终指向该点。
它也从 179
到 -179
从未达到 180
.
完整代码如下所示
/* Relative player position */
float const dx = (MyShip.XCoordinate + 18) - (Enemy.XCoordinate + 18);
float const dy = (MyShip.YCoordinate + 18) - (Enemy.YCoordinate + 18);
/* Relative player velocity */
float const vx = MyShip.XSpeed - Enemy.XSpeed;
float const vy = MyShip.YSpeed - Enemy.YSpeed;
float const a = vx * vx + vy * vy - bulletSpeed * bulletSpeed;
float const b = 2.f * (vx * dx + vy * dy);
float const c = dx * dx + dy * dy;
float const discriminant = b * b - 4.f * a * c;
int deg_to_aim = 0;
if (discriminant >= 0) {
float t0 = (float)(-b + sqrt(discriminant)) / (2 * a);
float t1 = (float)(-b - sqrt(discriminant)) / (2 * a);
if (t0 < 0.f || (t1 < t0 && t1 >= 0.f))
t0 = t1;
if (t0 >= 0.f)
{
// Aim at
double shootx = vx + dx / t0;
double shooty = vy + dy / t0;
double radians = atan2((double)-shooty, shootx);
deg_to_aim = (int)((radians * 360) / (2 * 3.141592653589793238462));
myprintf("(A) radians = %f deg to aim = %d\n", radians, deg_to_aim);
}
}
else {
myprintf("Error found!!!!!!! no solution\n");
}
修复了它只是翻转 MyShip Enemy 值。
而不是MyShip - Enemy
你做 Enemy - MyShip
double shootx = vx + dx / t0;
double shooty = vy + dy / t0;
double radians = atan2((double)-shooty, shootx);
deg_to_aim = (int)((radians * 360) / (2 * 3.141592653589793238462));
myprintf("(A) radians = %f deg to aim = %d\n", radians, deg_to_aim);
radians 3.14 = 180 should be 0
radians 0 = 0 should be 180
radians -1.584827 = -90 should be 90
radians -1579912 = 90 should be -90
如何使所有方面的值正确显示。
目前,如果我围绕该点旋转,它会显示出向外的运动,就像在实际点后面一样,而它应该始终指向该点。
它也从 179
到 -179
从未达到 180
.
完整代码如下所示
/* Relative player position */
float const dx = (MyShip.XCoordinate + 18) - (Enemy.XCoordinate + 18);
float const dy = (MyShip.YCoordinate + 18) - (Enemy.YCoordinate + 18);
/* Relative player velocity */
float const vx = MyShip.XSpeed - Enemy.XSpeed;
float const vy = MyShip.YSpeed - Enemy.YSpeed;
float const a = vx * vx + vy * vy - bulletSpeed * bulletSpeed;
float const b = 2.f * (vx * dx + vy * dy);
float const c = dx * dx + dy * dy;
float const discriminant = b * b - 4.f * a * c;
int deg_to_aim = 0;
if (discriminant >= 0) {
float t0 = (float)(-b + sqrt(discriminant)) / (2 * a);
float t1 = (float)(-b - sqrt(discriminant)) / (2 * a);
if (t0 < 0.f || (t1 < t0 && t1 >= 0.f))
t0 = t1;
if (t0 >= 0.f)
{
// Aim at
double shootx = vx + dx / t0;
double shooty = vy + dy / t0;
double radians = atan2((double)-shooty, shootx);
deg_to_aim = (int)((radians * 360) / (2 * 3.141592653589793238462));
myprintf("(A) radians = %f deg to aim = %d\n", radians, deg_to_aim);
}
}
else {
myprintf("Error found!!!!!!! no solution\n");
}
修复了它只是翻转 MyShip Enemy 值。
而不是MyShip - Enemy
你做 Enemy - MyShip