首页 > 碰撞相同程式碼,跑出來的值會不一樣

碰撞相同程式碼,跑出來的值會不一樣

MainActivity.java

B[CURRENT_BALL].Vx = (float) (-(event.getX()-B[CURRENT_BALL].BX)/s);
B[CURRENT_BALL].Vy = (float) (-(event.getY()-B[CURRENT_BALL].BY)/s);    
B[CURRENT_BALL].V = (double) (4000); 
//位移量X分量
B[i].MX = B[i].Vx*B[i].V*T;
//位移量Y分量
B[i].MY = B[i].Vy*B[i].V*T;

private void BallCollision(){
       double T = updateT;
           T = T/1000;
           
        for(int i = 0 ; i < B.length ;i++){
            
            if(B[i].V>0){
                //hitRect(i);
            }
            for(int j = i+1 ; j < B.length ;j++){
                
                //碰撞(兩球距離小於等於圓心距)
                if(countDistance(B[i],B[j])<=B[i].radius+B[j].radius){

                    //同一顆球不判斷喔:)
                    if(i==j)continue;
                    if (B[i].V==0 && B[j].V==0) continue;
                    double rc = (double) countDistance(B[i],B[j]);
                   
                    //修正小球碰撞距離
                 
                    //獲取碰撞後的速度增量
                    double ax = (double) (((B[i].MX - B[j].MX)*Math.pow((B[i].BX - B[j].BX) , 2) + (B[i].MY - B[j].MY)*(B[i].BX - B[j].BX) *(B[i].BY - B[j].BY))/Math.pow(rc , 2));
                    double ay = (double) (((B[i].MY - B[j].MY)*Math.pow((B[i].BY - B[j].BY) , 2) + (B[i].MX - B[j].MX)*(B[i].BX - B[j].BX)*(B[i].BY - B[j].BY))/Math.pow(rc , 2));
                    //Log.d("Mine","ax: "+ax);
                    //將速度增量賦給碰撞小球                  
                       B[i].MX =  (B[i].MX- ax);
                       B[i].MY =  (B[i].MY- ay);
                       B[j].MX =  (B[j].MX+ ax);
                       B[j].MY =  (B[j].MY+ ay);
                       
                    B[i].V =  ((double) (Math.sqrt(Math.pow((B[i].MX),2)+Math.pow((B[i].MY), 2))/T));
                    B[j].V =  ((double) (Math.sqrt(Math.pow((B[j].MX),2)+Math.pow((B[j].MY), 2))/T));
                       
                     MoveS1 =  ((double) Math.sqrt(Math.pow((B[i].MX),2)+Math.pow((B[i].MY), 2)));
                     MoveS2 =  ((double) Math.sqrt(Math.pow((B[j].MX),2)+Math.pow((B[j].MY), 2)));
                    
                    B[i].Vx =  (B[i].MX/MoveS1);
                    B[i].Vy =  (B[i].MY/MoveS1);
                    B[j].Vx =  (B[j].MX/MoveS2);
                    B[j].Vy =  (B[j].MY/MoveS2);
                    
                    double clength =  (((B[i].radius+B[j].radius)-rc)/2);
                    double cx =  (clength * (B[i].BX-B[j].BX)/rc);
                    double cy =  (clength * (B[i].BY-B[j].BY) /rc);
                   B[i].X = (int) (B[i].X+ cx);
                   B[i].Y = (int) (B[i].Y+ cy);
                   B[j].X = (int) (B[j].X- cx);
                   B[j].Y = (int) (B[j].Y- cy);
                   
                   B[i].BX = (int) (B[i].BX+ cx);
                   B[i].BY = (int) (B[i].BY+ cy);
                   B[j].BX = (int) (B[j].BX- cx);
                   B[j].BY = (int) (B[j].BY- cy);
                
                   if(B[i].V>0){
                       B[i].V = (double) (B[i].V*0.9);
                   }if(B[j].V>0){
                    B[i].V = (double) (B[i].V*0.9);
                       
                   }
                   }
                
            }
            
        }
        
    }

Ball.java

public class Ball extends View {
    int X;
    int Y;
    double V;//速度
    double A = -10f;//加速度
    double width;//長
    double height;//寬
    double radius;//半徑
    int BX;//球心X
    int BY;//球心Y
    double MX;
    double MY;
    //double M = 5;
    int img;//圖片
    Bitmap bitmap;
    double Vx =0 , Vy =0;//移動方向 單位向量xy分量
    
    
    
    Ball(Context c ,int x , int y , int v , int image){
        super(c);
        this.X = x;
        this.Y = y;
        this.V = v;
        this.img = image;
        bitmap = BitmapFactory.decodeResource(getResources(),img);
        this.width = bitmap.getWidth();
        this.height = bitmap.getHeight();
        this.BX = (int) (x+width/2);
        this.BY = (int) (y+height/2);
        this.radius = width/2;
        
    }
    void setMove(double vx , double vy){
        this.X = (int) BigDecimal(X+ vx);
        this.Y = (int) BigDecimal(Y+ vy);
        this.BX =(int) BigDecimal(BX+ vx);
        this.BY =(int) BigDecimal(BY+ vy);
        //invalidate();
    }
    void setVX_VY(double vx , double vy){
        this.Vx = BigDecimal(vx);
        this.Vy = BigDecimal(vy);
    }
    void setXY(double x , double y){
        this.X = (int) BigDecimal(x);
        this.Y = (int) BigDecimal(y);
        this.BX = (int) BigDecimal(x+this.width);
        this.BY = (int) BigDecimal(y+this.height);
    }
    private double BigDecimal(double e) {
        // TODO Auto-generated method stub
            BigDecimal bd= new BigDecimal(e).setScale(3, BigDecimal.ROUND_HALF_UP);// 小數後面四位, 四捨五入   ;           
            
            String a = ""+bd;
            
            return Double.parseDouble(a);
        
    }
    
    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        
        Paint p = new Paint();        
        p.setColor(Color.BLACK);
        canvas.drawBitmap(bitmap, (float)X,(float)Y, p);        
        p.setTextSize(50);
        canvas.drawLine((float)BX, (float)BY, (float)(200*Vx+BX), (float)(200*Vy+BY), p);
        canvas.drawCircle((float)BX,(float) BY, 10, p);
        
        //bd=bd.setScale(4, BigDecimal.ROUND_HALF_UP);// 小數後面四位, 四捨五入   
        canvas.drawText(V+"",(float)BX,(float)( BY+width/2+40), p);
        canvas.drawText(BX+"",(float)BX,(float)( BY+width/2+140), p);
        canvas.drawText(BY+"",(float)BX,(float)( BY+width/2+240), p);
        
    }
    
}

我使用一個Ball[4]來存取4顆球的資料,用兩隻相同手機測試,球的座標會不一樣,希望有人可以幫忙。


通常这是因为不同手机的像素密度不一样,如果希望计算结果一致,或者在显示效果上一致,可能需要做一些转换.
比如:

    //像素转换
    static final int pd2px(float density,int pd){
        return (int)(pd*density + 0.5f);
    }
    //初始5个像素长度
    private int pd5 = 5;
    //初始化
    final void initPDs(Context ctx){
        DisplayMetrics dm = ctx.getResources().getDisplayMetrics();
        //根据像素密度调整pd值
        this.pd5 = pd2px(dm.density,5);
    }
    //在不同像素密度上保持大小一致
    LinearLayout texts = new LinearLayout(context);
    texts.setPadding(pd5, pd5, pd5, pd5);
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