英文:
Updating coordinates for a moving libGDX object
问题
以下是您要翻译的部分:
我有一些TextButton,我可以拖动它们,检查当我松手时它们是否与一个Image重叠。目前,我的经验要么是一个特定对象在屏幕上的任何位置都会检测到碰撞,要么根本不会发生碰撞。请注意,我没有使用原生的DragAndDrop类,而是从一本书中改编了一个并行实现。
考虑到我的TextButton在拖动时会移动,我认为以下函数正在更新对象的(x,y):
public void touchDragged(InputEvent event, float eventOffsetX, float eventOffsetY, int pointer)
{
float deltaX = eventOffsetX - grabOffsetX;
float deltaY = eventOffsetY - grabOffsetY;
a.moveBy(deltaX, deltaY);
}
因为我的后续碰撞检测 - 在检查拖动对象的坐标时 - 无论我在哪里释放它,都报告相同的x,y坐标。以下是释放对象时屏幕上两个不同位置的日志:
Does (626.8995, 393.1301)(923.8995, 393.1301)(923.8995, 499.1301)(626.8995, 499.1301) fit into (610.0, 256.0)(990.0, 256.0)(990.0, 677.0)(610.0, 677.0)?
Does (626.8995, 393.1301)(923.8995, 393.1301)(923.8995, 499.1301)(626.8995, 499.1301) fit into (610.0, 256.0)(990.0, 256.0)(990.0, 677.0)(610.0, 677.0)?
以下是生成这些日志消息的碰撞检测和系统输出:
//this is called by the dragged obj, a, on touchUp() against each of the targets
public boolean overlaps(Actor other)
{
//a is the first, dragged object, other is the target
if (poly1 == null)
poly1 = getPolygon(a);
Polygon poly2 = getPolygon(other);
float[] p1v = poly1.getVertices();
StringBuilder sb = new StringBuilder();
for (int i=0; i<p1v.length-1; i+=2)
sb.append("(").append(p1v[i]).append(", ").append(p1v[i+1]).append(")");
float[] p2v = poly2.getVertices();
StringBuilder sb2 = new StringBuilder();
for (int i=0; i<p2v.length-1; i+=2)
sb2.append("(").append(p2v[i]).append(", ").append(p2v[i+1]).append(")");
System.out.println("Does " + sb + " fit into " + sb2 + "?");
// initial test to improve performance
if ( !poly1.getBoundingRectangle().overlaps(poly2.getBoundingRectangle()) )
return false;
return Intersector.overlapConvexPolygons( poly1, poly2 );
}
public Polygon getPolygon(Actor a) {
Polygon p = new Polygon();
float[] vertex = { a.getX(), a.getY(), (a.getX() + a.getWidth()), a.getY(), (a.getX() + a.getWidth()), (a.getY() + a.getHeight()), a.getX(), (a.getY() + a.getHeight())};
p.setVertices(vertex);
return p;
}
已为您提供翻译。
英文:
I have a number of TextButtons I can drag, checking if they overlap an Image when I let go. Currently what I'm experiencing is either a particular object will detect collision located anywhere on screen, or it will never collide. Note that I'm not using the native DragAndDrop class, but have adapted a parallel implementation from a book.
Given that my TextButtons move when I drag them, I think the following function is updating the (x,y) of the object:
public void touchDragged(InputEvent event, float eventOffsetX, float eventOffsetY, int pointer)
{
float deltaX = eventOffsetX - grabOffsetX;
float deltaY = eventOffsetY - grabOffsetY;
a.moveBy(deltaX, deltaY);
}
Is that correct that the Actor a's x, y change due to moveBy? Because my latter collision detection - where I examine the dragged objects coordinates - reports the same x,y coordinates for the dragged object no matter where I release it. Here's the log for releasing the object from two different locations on the screen:
Does (626.8995, 393.1301)(923.8995, 393.1301)(923.8995, 499.1301)(626.8995, 499.1301) fit into (610.0, 256.0)(990.0, 256.0)(990.0, 677.0)(610.0, 677.0)?
Does (626.8995, 393.1301)(923.8995, 393.1301)(923.8995, 499.1301)(626.8995, 499.1301) fit into (610.0, 256.0)(990.0, 256.0)(990.0, 677.0)(610.0, 677.0)?
and here's the collision detection and sys out generating those log messages:
//this is called by the dragged obj, a, on touchUp() against each of the targets
public boolean overlaps(Actor other)
{
//a is the first, dragged object, other is the target
if (poly1 == null)
poly1 = getPolygon(a);
Polygon poly2 = getPolygon(other);
float[] p1v = poly1.getVertices();
StringBuilder sb = new StringBuilder();
for (int i=0; i<p1v.length-1; i+=2)
sb.append("(").append(p1v[i]).append(", ").append(p1v[i+1]).append(")");
float[] p2v = poly2.getVertices();
StringBuilder sb2 = new StringBuilder();
for (int i=0; i<p2v.length-1; i+=2)
sb2.append("(").append(p2v[i]).append(", ").append(p2v[i+1]).append(")");
System.out.println("Does " + sb + " fit into " + sb2 + "?");
// initial test to improve performance
if ( !poly1.getBoundingRectangle().overlaps(poly2.getBoundingRectangle()) )
return false;
return Intersector.overlapConvexPolygons( poly1, poly2 );
}
public Polygon getPolygon(Actor a) {
Polygon p = new Polygon();
// float[] vertex = { a.getOriginX(), a.getOriginY(), a.getOriginX(), a.getY(), a.getX(), a.getY(), a.getX(), a.getOriginY() };//new float[8];
// float[] vertex = { 0, 0, a.getWidth(), 0, a.getWidth(), a.getHeight(), 0, a.getHeight()};
float[] vertex = { a.getX(), a.getY(), (a.getX() + a.getWidth()), a.getY(), (a.getX() + a.getWidth()), (a.getY() + a.getHeight()), a.getX(), (a.getY() + a.getHeight())};
p.setVertices(vertex);
// p.setPosition(a.getX(), a.getY());
//p.setOrigin(a.getOriginX(), a.getOriginY());
return p;
}
There are a HORDE of collision detection posts already on StackOverflow, and they helped some in showing me how to form valid polygons. Perhaps the 3rd party drag and drop is why I'm not finding my answer in the wealth of knowledge out there, but I'm leaning towards some annoying mistake I'm overlooking.
答案1
得分: 0
因为逻辑错误又得分一次。最开始,我只是想在决定对其进行缓存时保存拖动多边形的尺寸,认为这样可以节省一些多边形创建步骤,因为它会与多个潜在目标进行检查。后来,当我不断重新调整要传递给多边形顶点的值时,我还将多边形的位置绑定在一起。所以它只是缓存了我最初拖动到的地方,并在每次拖动到其他地方时都使用那个位置。
谢谢您的评论,它帮助我跳出了我对类的理解似乎有问题的思维。我怀疑这个特定的错误/解决方案将来是否会对其他人有用,如果帖子被删除,我会非常理解。
英文:
Score another one for logic failure. Originally I thought I'd just be saving the dimensions of the dragged polygon when I decided to cache it, thinking it would save a few polygon creation steps as it was checked against a number of potential targets. Later, as I kept reworking what values to feed the polygon vertices, I tied in the location of the polygon as well. So it was just caching the first place I dragged it to, and using that every time I dragged it somewhere.
Thanks for the comment, it helped me move past thinking I wasn't understanding the classes. I'm doubtful this particular mistake/resolution will ever be of use to someone else, and would be very understanding if this post is removed.
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