问题
I have a set of balloons that I am trying to get to bounce off of each other like balls. When I start to move them and then detect collision, the routine for the collisions eventually returns a NAN for the velocity of the balloons. I end up with a position of something like x=270, y= -nan(0x400000). I've been looking at the code all day and I still can't find the error, any help would be appreciated. Here's the code:
- (void)MoveBalloons {
for (CurBalloon=1; CurBalloon <= NumBalloons; ++CurBalloon) {
//check for edge hCurBalloont
if (uBalloon[CurBalloon].pos.y > 456) {
uBalloon[CurBalloon].pos.y = 456;
uBalloon[CurBalloon].Vel_y = -uBalloon[CurBalloon].Vel_y;
}
if (uBalloon[CurBalloon].pos.y < 24) {
uBalloon[CurBalloon].pos.y = 24;
uBalloon[CurBalloon].Vel_y = -uBalloon[CurBalloon].Vel_y;
}
if (uBalloon[CurBalloon].pos.x > 289) {
uBalloon[CurBalloon].pos.x = 289;
uBalloon[CurBalloon].Vel_x = -uBalloon[CurBalloon].Vel_x;
}
if (uBalloon[CurBalloon].pos.x < 31) {
uBalloon[CurBalloon].pos.x = 31;
uBalloon[CurBalloon].Vel_x = -uBalloon[CurBalloon].Vel_x;
}
//call loop to go through the balloons for each touch.
//[self CollisionCheck];
NSUInteger h;
float dist, tempvelx, tempvely, temp2velx, temp2vely;;
for (h=1; h <= NumBalloons; ++h) {
//check if balloon is too close
if (CurBalloon == h) { //skip the check ifit's the same balloon
} else {
dist = distanceBetweenPoints(uBalloon[CurBalloon].pos, uBalloon[h].pos);
if (dist <= (kBalloonNear)) { //balloon's touching
tempvelx = uBalloon[CurBalloon].Vel_x;
tempvely = uBalloon[CurBalloon].Vel_y;
temp2velx = uBalloon[h].Vel_x;
temp2vely = uBalloon[h].Vel_y;
tempvelx = (uBalloon[CurBalloon].Vel_x - uBalloon[h].Vel_x) * (sinf(angleBetweenPoints(uBalloon[CurBalloon].pos,uBalloon[h].pos)))*(uBalloon[CurBalloon].Vel_x - uBalloon[h].Vel_x) * (sinf(angleBetweenPoints(uBalloon[CurBalloon].pos,uBalloon[h].pos))) - (uBalloon[CurBalloon].Vel_y - uBalloon[h].Vel_y) * sinf(angleBetweenPoints(uBalloon[CurBalloon].pos, uBalloon[h].pos)) * cosf(angleBetweenPoints(uBalloon[CurBalloon].pos, uBalloon[h].pos)) + uBalloon[h].Vel_x;
tempvely = (uBalloon[CurBalloon].Vel_y - uBalloon[h].Vel_y) * (cosf(angleBetweenPoints(uBalloon[CurBalloon].pos,uBalloon[h].pos))) * (uBalloon[CurBalloon].Vel_y - uBalloon[h].Vel_y) * (cosf(angleBetweenPoints(uBalloon[CurBalloon].pos,uBalloon[h].pos))) - (uBalloon[CurBalloon].Vel_x - uBalloon[h].Vel_x) * sinf(angleBetweenPoints(uBalloon[CurBalloon].pos, uBalloon[h].pos)) * cosf(angleBetweenPoints(uBalloon[CurBalloon].pos, uBalloon[h].pos)) + uBalloon[h].Vel_y;
temp2velx = (uBalloon[CurBalloon].Vel_x - uBalloon[h].Vel_x) * (cosf(angleBetweenPoints(uBalloon[CurBalloon].pos,uBalloon[h].pos))) * (uBalloon[CurBalloon].Vel_x - uBalloon[h].Vel_x) * (cosf(angleBetweenPoints(uBalloon[CurBalloon].pos,uBalloon[h].pos))) + (uBalloon[CurBalloon].Vel_y - uBalloon[h].Vel_y) * sinf(angleBetweenPoints(uBalloon[CurBalloon].pos, uBalloon[h].pos)) * cosf(angleBetweenPoints(uBalloon[CurBalloon].pos, uBalloon[h].pos)) + uBalloon[h].Vel_x;
temp2vely = (uBalloon[CurBalloon].Vel_y - uBalloon[h].Vel_y) * (sinf(angleBetweenPoints(uBalloon[CurBalloon].pos,uBalloon[h].pos)))*(uBalloon[CurBalloon].Vel_y - uBalloon[h].Vel_y) * (sinf(angleBetweenPoints(uBalloon[CurBalloon].pos,uBalloon[h].pos))) - (uBalloon[CurBalloon].Vel_x - uBalloon[h].Vel_x) * sinf(angleBetweenPoints(uBalloon[CurBalloon].pos, uBalloon[h].pos)) * cosf(angleBetweenPoints(uBalloon[CurBalloon].pos, uBalloon[h].pos)) + uBalloon[h].Vel_y;
uBalloon[CurBalloon].Vel_x = tempvelx;
uBalloon[CurBalloon].Vel_y = tempvely;
uBalloon[h].Vel_x = temp2velx; //set to old value of CurBalloon balloon.
uBalloon[h].Vel_y = temp2vely;
}
}
}
if (fabsf(uBalloon[CurBalloon].Vel_x) >= kBalloonMaxSpeed) uBalloon[CurBalloon].Vel_x = kBalloonMaxSpeed;
if (fabsf(uBalloon[CurBalloon].Vel_y) >= kBalloonMaxSpeed) uBalloon[CurBalloon].Vel_y = kBalloonMaxSpeed;
if (fabsf(uBalloon[CurBalloon].Vel_x) <= -kBalloonMaxSpeed) uBalloon[CurBalloon].Vel_x = -kBalloonMaxSpeed;
if (fabsf(uBalloon[CurBalloon].Vel_y) <= -kBalloonMaxSpeed) uBalloon[CurBalloon].Vel_y = -kBalloonMaxSpeed;
if (uBalloon[CurBalloon].Vel_y > KBalloonSpeed) { //if travellCurBalloonng fast, slow CurBalloont up fast to normal speed
uBalloon[CurBalloon].Vel_y = uBalloon[CurBalloon].Vel_y - kBalloonSlowRate;
}
if (uBalloon[CurBalloon].Vel_x > KBalloonSpeed) { //if travellCurBalloonng fast, slow CurBalloont up fast to normal speed
uBalloon[CurBalloon].Vel_x = uBalloon[CurBalloon].Vel_x - kBalloonSlowRate;
}
if (uBalloon[CurBalloon].Vel_y < KBalloonSpeed) { //if travellCurBalloonng fast, slow CurBalloont up fast to normal speed
uBalloon[CurBalloon].Vel_y = uBalloon[CurBalloon].Vel_y + kBalloonSlowRate;
}
if (uBalloon[CurBalloon].Vel_x < KBalloonSpeed) { //if travellCurBalloonng fast, slow CurBalloont up fast to normal speed
uBalloon[CurBalloon].Vel_x = uBalloon[CurBalloon].Vel_x + kBalloonSlowRate;
}
//slow to 0 if velocCurBalloonty CurBalloons CurBalloonnsCurBalloonde the slow rate
if (fabsf(uBalloon[CurBalloon].Vel_x) <= kBalloonSlowRate) uBalloon[CurBalloon].Vel_x = 0;
if (fabsf(uBalloon[CurBalloon].Vel_y) <= kBalloonSlowRate) uBalloon[CurBalloon].Vel_y = 0;
uBalloon[CurBalloon].Vel_x = uBalloon[CurBalloon].Vel_x - kBalloonFallRate; //keep movCurBalloonng down
//add velocCurBalloonty to poCurBalloonnts
uBalloon[CurBalloon].pos.y= uBalloon[CurBalloon].pos.y + uBalloon[CurBalloon].Vel_y;
uBalloon[CurBalloon].pos.x = uBalloon[CurBalloon].pos.x + uBalloon[CurBalloon].Vel_x;
}
}
Here's the functions written in c that are used for distance and the angle. I'm even making sure to never have a sqrt(-1) and division by 0:
CGFloat distanceBetweenPoints (CGPoint first, CGPoint second) {
CGFloat deltaX = second.x - first.x;
CGFloat deltaY = second.y - first.y;
if ((deltaX*deltaX + deltaY*deltaY ) == -1) {
return sqrtf(-.99);
} else {
return sqrtf(deltaX*deltaX + deltaY*deltaY );
}
}
CGFloat angleBetweenPoints(CGPoint first, CGPoint second) {
if (first.x - second.x == 0) {
return (pi / 2);
} else {
return atanf((first.y-second.y) / (first.x - second.x));
}
}
回答1:
If uBalloon is an array your iteration should be between 0:(n-1).
E.g.
for (CurBalloon=0; CurBalloon < NumBalloons; ++CurBalloon)
{
uBalloon[curBalloon] // blah
}
回答2:
[...]
if ((deltaX*deltaX + deltaY*deltaY ) == -1) {
return sqrtf(-.99);
} else {
[...]
I think this is your problem (or one of them). You can't take the square root of a negative number (and it doesn't matter if it's -1 or -.99).
回答3:
This probably isn't the source of your error, but this function isn't quite right:
CGFloat angleBetweenPoints(CGPoint first, CGPoint second) {
if (first.x - second.x == 0) {
return (pi / 2);
} else {
return atanf((first.y-second.y) / (first.x - second.x));
}
This will always return an angle between -pi/2 and +pi/2, and it may return an incorrect result if first.x - second.x
is very small and close to 0, but not exactly 0. Instead, just use atan2:
CGFloat angleBetweenPoints(CGPoint first, CGPoint second) {
return atan2f(first.y - second.y, first.x - second.x);
}
atan2()
returns the full range of angles from -pi to +pi, and handles the edge cases appropriately. This probably won't affect you since you're just taking the sin/cos of the resulting angle. You're doing so in a very inefficient manner, however -- you're calling angleBetweenPoints()
8 (!) times when the result is the same very time, and taking 4 sin()
s and 4 cos()
s. You could skip all of the trigonometry and just use the geometry of similar triangles to get the same results.
来源:https://stackoverflow.com/questions/656002/not-a-number-error-nan-doing-collision-detection-in-an-iphone-app