我试图写一个绘制有4个顶点的正方形形状的类。我希望每个顶点在drawloop中的每次迭代都有自己的速度和路径。它似乎可以工作几次迭代,直到它被卡住了#34;我很难理解为什么会这样。任何关于此的帮助或信息都是有帮助的,我怀疑我没有完全掌握正确使用向量。Heres an image of when the code is running.
void draw() {
p.display();
//Stop loop setting
if (loop == 0) {
noLoop();
}
}
//----------------------------------------------------------------//
class Pillar
{
PVector v1Velocity,v2Velocity,v3Velocity,v4Velocity,
v1Pos,v2Pos,v3Pos,v4Pos,
v1End,v2End,v3End,v4End,
v1Acceleration,v2Acceleration,v3Acceleration,v4Acceleration,
origin;
float life,scale,randDegrees1,randDegrees2,randDegrees3,randDegrees4,maxVelocity;
Pillar (float _x, float _y, float _scale) {
scale = _scale; // scale of pillar
origin = new PVector(_x,_y); //pillar point of origin
v1Pos = new PVector(origin.x-(scale*1.5),origin.y); //vertex 1 start left
v2Pos = new PVector(origin.x,origin.y-scale); //vertex 2 start top
v3Pos = new PVector(origin.x+(scale*1.5),origin.y); //vertex 3 start right
v4Pos = new PVector(origin.x,origin.y+scale); //vertex 4 start bottom
v1End = new PVector(origin.x+random(50,200),origin.y-random(50,200));
v2End = new PVector(origin.x+random(50,200),origin.y-random(50,200));
v3End = new PVector(origin.x+random(50,200),origin.y-random(50,200));
v4End = new PVector(origin.x+random(50,200),origin.y-random(50,200));
randDegrees1 = random(360);
randDegrees2 = random(360);
randDegrees3 = random(360);
randDegrees4 = random(360);//Fixa denna.
v1Velocity = new PVector(cos(radians(randDegrees1)),sin(radians(randDegrees1)));
v2Velocity = new PVector(cos(radians(randDegrees2)),sin(radians(randDegrees2)));
v3Velocity = new PVector(cos(radians(randDegrees3)),sin(radians(randDegrees3)));
v4Velocity = new PVector(cos(radians(randDegrees4)),sin(radians(randDegrees4)));
maxVelocity = 5;
life = 100;
}
void calculateVector() {
v1Acceleration = PVector.sub(v1End,v1Pos);
v1Velocity.add(v1Acceleration);
v2Acceleration = PVector.sub(v2End,v2Pos);
v2Velocity.add(v2Acceleration);
v3Acceleration = PVector.sub(v3End,v3Pos);
v3Velocity.add(v3Acceleration);
v4Acceleration = PVector.sub(v4End,v4Pos);
v4Velocity.add(v4Acceleration);
v1Acceleration.setMag(life);
v2Acceleration.setMag(life);
v3Acceleration.setMag(life);
v4Acceleration.setMag(life);
v1Velocity.limit(maxVelocity);
v2Velocity.limit(maxVelocity);
v3Velocity.limit(maxVelocity);
v4Velocity.limit(maxVelocity);
v1Pos.add(v1Velocity);
v2Pos.add(v2Velocity);
v3Pos.add(v3Velocity);
v4Pos.add(v4Velocity);
life -= 1;
}
void display () {
beginShape();
stroke(0,0,0,50);
vertex(v1Pos.x,v1Pos.y);
vertex(v2Pos.x,v2Pos.y);
vertex(v3Pos.x,v3Pos.y);
vertex(v4Pos.x,v4Pos.y);
endShape(CLOSE);
calculateVector();
}
}