У меня есть набор воздушных шаров, которые я пытаюсь заставить отскакивать друг от друга, как шары. Когда я начинаю их перемещать и затем обнаруживаю столкновение, процедура столкновений в конечном итоге возвращает NAN для скорости воздушных шаров. Я в конечном итоге с позицией что-то вроде х = 270, у = -nan (0x400000). Я искал код весь день и до сих пор не могу найти ошибку, любая помощь будет признательна. Вот код:
- (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;
}
}
Вот функции, написанные на c, которые используются для расстояния и угла. Я даже проверяю, чтобы никогда не было sqrt (-1) и деление на 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));
}
}