我尝试编写this文章中提供的步骤。
public static double[] localize(final double[] P1, final double[] P2, final double[] P3, final double[] P4, final double r1, final double r2, final double r3, final double r4)
{
Point3d p1 = new Point3d(P1);
Point3d p2 = new Point3d(P2);
Point3d p3 = new Point3d(P3);
Point3d p4 = new Point3d(P4);
Vector3d ex = new Vector3d();
ex.sub(p2,p1);
ex.normalize();
Vector3d p3p1 = new Vector3d();
p3p1.sub(p3,p1);
double i = ex.dot(p3p1);
Vector3d iex = new Vector3d();
iex.scale(i,ex);
Vector3d ey = new Vector3d(p3p1);
ey.sub(iex);
ey.normalize();
Vector3d ez = new Vector3d();
ez.cross(ex, ey);
double d = p2.distance(p1);
if(d - r1 < r2)
System.out.println("d - r1 < r2");
if(r2 < d + r1)
System.out.println("r2 < d+r1");
double j = ey.dot(p3p1);
double x = (Math.pow(r1,2) - Math.pow(r2,2) + Math.pow(d,2))/(2*d);
Vector3d exx = new Vector3d();
exx.scale(x, ex);
double y = ((Math.pow(r1,2) - Math.pow(r3,2) + Math.pow(i,2) + Math.pow(j,2)) / ((2*j)) - ((i/j)*x));
Vector3d eyy = new Vector3d();
eyy.scale(y, ey);
double z1 = Math.pow(r1,2) - Math.pow(x,2) - Math.pow(y,2);
z1 = Math.sqrt(z1);
double z2 = z1*-1;
Vector3d ezz1 = new Vector3d();
Vector3d ezz2 = new Vector3d();
ezz1.scale(z1, ez);
ezz2.scale(z2, ez);
Point3d result1 = new Point3d();
result1.add(p1);
result1.add(exx);
result1.add(eyy);
result1.add(ezz1);
Point3d result2 = new Point3d();
result2.add(p1);
result2.add(exx);
result2.add(eyy);
result2.add(ezz2);
if((result1.distance(p4) - r4) <= (result2.distance(p4) - r4))
return new double[]{round(result1.x), round(result1.y), round(result1.z)};
else
return new double[]{round(result2.x), round(result2.y), round(result2.z)};
}
在z1
步骤后,z1 = Math.pow(r1,2) - Math.pow(x,2) - Math.pow(y,2)
始终为负数。因此,取平方根使其成为NaN
。
这可能吗?也许我选择错误的点进行本地化。
你能告诉我哪里弄错了吗?
答案 0 :(得分:1)
z1
的负值表示没有真正的解决方案,例如第一和第二球体的交叉点完全落在第三球体的内部或外部。如果您的测试值不包含至少一个存在真实解决方案的集合,则z1
将始终为负数。