[英]Collision detection circles using recursion in JavaScript
我想在距主圆特定距离的随机位置上生成圆。 圆圈不应该相交。 我创建了一种方法来检查每个圆圈是否没有与所有其他圆圈相交。 冲突检测可以完成它的工作,但是我代码中的递归部分不起作用:
if (collision > 0) {
console.log("GENERATE NEW RANDOM COORDINATE")
generateRandomCoordinate(d, r)
}
结果
从输出中可以看到,我的应用在检测到碰撞(138,272)时会生成新的坐标(158,290)。 但是,它仍在(138,272)处绘制圆。
知道为什么会这样吗? 如果您知道更有效的方法,请告诉我...
generateRandomCoordinate函数
function generateRandomCoordinate(d, r) {
var phi = Math.random() * 2 * Math.PI
var x = topicCoordinates[0].x + Math.round(d * Math.cos(phi))
var y = topicCoordinates[0].y + Math.round(d * Math.sin(phi))
var collision = 0
for (var j = 0; j < topicCoordinates.length; j++) {
var dx = x - topicCoordinates[j].x
var dy = y - topicCoordinates[j].y
var distance = Math.sqrt(dx * dx + dy * dy)
if (distance < r + topicCoordinates[j].r) {
collision++
console.log("COLLISION DETECTED BETWEEN POINT(" + "x: " + x + ", y: " + y + ") AND POINT(x1: " + topicCoordinates[j].x + ", y1: " + topicCoordinates[j].y + ")")
}
}
if (collision > 0) {
console.log("GENERATE NEW RANDOM COORDINATE")
generateRandomCoordinate(d, r)
}
var topicCoordinate = {
"x": x,
"y": y,
"r": r
}
return topicCoordinate
}
调用generateRandomCoordinate函数
var randomCoordinate = generateRandomCoordinate(d, r)
x = randomCoordinate.x
y = randomCoordinate.y
r = randomCoordinate.r
}
console.log("ADDED POINT(x: " + x + ", y: " + y + ", r: " + r + ")")
var topicCoordinate = {
"x": x,
"y": y,
"r": r
}
topicCoordinates.push(topicCoordinate)
drawCircle(x, y, r)
输出量
更新工作代码
function generateRandomCoordinate(d, r) {
var collision = true
while (collision) {
collision = false
var phi = Math.random() * 2 * Math.PI
var x = topicCoordinates[0].x + Math.round(d * Math.cos(phi))
var y = topicCoordinates[0].y + Math.round(d * Math.sin(phi))
for (var j = 0; j < topicCoordinates.length; j++) {
var dx = x - topicCoordinates[j].x
var dy = y - topicCoordinates[j].y
var distance = Math.sqrt(dx * dx + dy * dy)
if (distance < r + topicCoordinates[j].r) {
collision = true
console.log("COLLISION DETECTED BETWEEN POINT(" + "x: " + x + ", y: " + y + ") AND POINT(x1: " + topicCoordinates[j].x + ", y1: " + topicCoordinates[j].y + ")")
}
}
}
var topicCoordinate = { "x" : x, "y" : y, "r" : r }
return topicCoordinate
}
不需要递归函数调用。 只是组织循环(伪代码)
repeat
iscollision = false
generate x,y
for other circles check
if collision occurs
iscollision = true
break //no need to check later circles
until iscollision = false
关于递归混乱-对于每个递归调用级别的函数实例都包含自己的变量内部副本,因此外部函数不知道内部x,y-您不会在此代码段中返回它们:
if (collision > 0) {
vvvvvvvvvvvvvvvvvv
generateRandomCoordinate(d, r)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
}
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