Java 试图在3D世界中射击子弹。在x和z方向经历奇数偏移

Java 试图在3D世界中射击子弹。在x和z方向经历奇数偏移,java,math,bukkit,Java,Math,Bukkit,好的,所以我使用的是BukkitAPI(Minecraft),这应该不会有太大的问题,因为它的使用非常少。所以一个位置包含世界,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(如下所示)进行拍摄,在大约3个街区之外时,两个类之间的差异似乎为+-5,而HitBox在大约5个街区之外被实例化(这可能是问题所在(移动/旋转方法))。我试着在纸上解决这个问题,用了半个记事本,但我还没有找到解决办法。我需要的是一个很好地理解三角函数和java的人,这样他们就可以帮

好的,所以我使用的是BukkitAPI(Minecraft),这应该不会有太大的问题,因为它的使用非常少。所以一个位置包含世界,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(如下所示)进行拍摄,在大约3个街区之外时,两个类之间的差异似乎为+-5,而HitBox在大约5个街区之外被实例化(这可能是问题所在(移动/旋转方法))。我试着在纸上解决这个问题,用了半个记事本,但我还没有找到解决办法。我需要的是一个很好地理解三角函数和java的人,这样他们就可以帮助我了

其他可能有用的信息:

  • +z为0度偏航,-x为90度,-z为180度,+x为270度。
  • 这些变量似乎偶尔是不正确的,在某些情况下,它们工作正常,构成了一个打击
  • 快照构造函数中的Location(from)参数是玩家在世界上的位置,因此from不是(0,0,0)
  • ShotData不应该影响任何值,因为在我的例子中,风速和风向都是0(但如果涉及到这个问题,请随时告诉我,哈哈)
  • 音高看起来不错,虽然+y是-90,-y是90(奇怪吧?)
所以我的问题是。。。问题出在哪里?我该如何解决它?很抱歉,这是一个非常普遍的问题,也是一个非常常见的问题,但这是真正需要解决的问题之一。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。另外,如果您想看到这里可能引用的任何其他内容,我可以为您提供

Shot.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;
}
来自的私有最终位置;
私人数据;
公共快照(位置来源、快照数据){
this.from=from;
这个数据=数据;
}
//TODO-检查障碍物
公共列表拍摄(列表点击框){
列表点击次数=新建ArrayList();
用于(HitBox HitBox:HitBox){
hitBox.update();
float fromYaw=from.getYaw()%360;
float fromPitch=from.getPitch()%360;
//确保中心位置在范围内
if(hitBox.getCenter().distanceSquared(from)>Math.pow(data.getDistanceToTravel(),2)){
继续;
}
/*TODO仅允许点击范围内的矩形部分,
*如果中心在范围内,不仅仅是整个事情*/
//考虑风速/风向
float windCompassDirection=data.getWindCompassDirection(来自.getWorld());
float windSpeed=data.getWindSpeedMPH(来自.getWorld());
fromYaw+=(windCompassDirection>fromYaw?1:windCompassDirection0&&corner.distanceSquared(from)<顺时针距离squared(from)){
这个边角=角;
int exitCornerClockwiseAmount=(Math.atan2(from.getZ()-顺时针.getZ(),from.getX()-顺时针.getX())*180/Math.PI)<0?2:3;
对立面墙角=hitBox.getCorner((i+exitCornerClockwiseAmount)%3);
}
}
位置入口=GetProjectleLocation(此侧角,数据,点击框,从偏航,从俯仰);
双倍距离=入口。距离(从);
双deltaX=data.getDeltaX(距离,从偏航);
double deltaY=data.getDeltaY(距离,从节距);
double deltaZ=data.getDeltaZ(距离,从偏航);
入口。添加(deltaX、deltaY、deltaZ);
位置出口=GetProjectleLocation(对边角、数据、hitBox、deltaX、deltaY、deltaZ、fromYaw、fromPitch);
//命中检测与反应
布尔hitX=entry.getX()=hitBox.getLowestX();
布尔hitY=entry.getY()=hitBox.getLowestY();
布尔hitZ=entry.getZ()=hitBox.getLowestZ();
if(hitX&&hitY&&hitZ){
添加(新命中(从、入口、出口、点击框、数据));
}
}
回击;
}
专用位置GetProjectleLocation(此侧角位置、快照数据、HitBox HitBox、从偏航浮动、从俯仰浮动){
返回GetProjectleLocation(此侧角、数据、hitBox、0、0、来自偏航、来自俯仰);
}
私有位置GetProjectleLocation(位置此侧角、快照数据、HitBox HitBox、双地址X、双地址Y、双地址Z、从偏航浮动、从俯仰浮动){
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;//从法线翻转x和z
双θ1=偏航-偏航;
双θ=yawToSideCorner-θ1;
双外角=180-yawToSideCorner-90;//之前为θ1
double outerAngleInShotCone=outerAngle+90+hitBox.getYawRotation();
双最后角内光锥=180-θ1-外光锥;
双xzDistanceFromHit=(xzDistanceFromSideCorner*Math.sin(Math.toRadians(outerangelinshotcone)))/Math.sin(M
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;
}
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));
}