“镜子”上的2D线反射

时间:2015-06-21 22:50:42

标签: math lua love2d

所以我一直在这里工作一周,谷歌搜索和所有,我还没有找到如何做到这一点。

我有一个“光线”表和一个“线”表,我希望这些线充当镜子,并在光线撞到一条线时反射光线。想象一下激光从镜子反射,这种反射。我有交叉点检测工作,但我无法弄清楚如何正确计算反射角度并延伸那个方向的光线。

代码:

--the table rays is a table of tables, and each table inside is formatted as such:
--rays[x] = {100,200,150,600,200,400}, where (100,200) are ordered pairs, etc.
--The table lines simply contains values for x1,y1,x2,y2

for i,ray in ipairs(rays) do
        for j,line in ipairs(lines) do
            if line.x2 ~= nil and #ray>3 then 
                print(line.x2..' '..line.y2)
                iX, iY = intersect.test(ray[#ray-3],ray[#ray-2],
                         ray[#ray-1],ray[#ray],line.x1,line.y1,line.x2,line.y2)

--The above code takes each ray and 
--sees if it intersects with a line, with the intersect.test function
--Then if it does, where iX and iY aren't nil, it continues

                if iX ~= nil and iY ~= nil then
                    local rayA = (180/math.pi)*math.atan(getSlope(ray[#ray-3],ray[#ray-2],ray[#ray-1],ray[#ray]))
                    local lineA = (180/math.pi)*math.atan(getSlope(line.x1,line.y1,line.x2,line.y2))
                    local normalA = (180/math.pi)*math.atan(-1/getSlope(line.x1,line.y1,line.x2,line.y2))

--Here I'm calculating the angle in degrees. For the final code all those atans will
--be out of there for optimization, but its easiest now to see the actual angle 

                    print(rayA..' '..lineA..' '..normalA)

                    ray[#ray-1]=iX
                    ray[#ray]=iY

--This little part just create a point on the ray right at the intersection
--The code after this is my attempt, which doesn't work

                    local reflectA = normalA-rayA
                    local reflectR = 2*reflectA+rayA

                    print(reflectR)

                    reflectR = reflectR/(180/math.pi)
                    local rSlope = math.tan(reflectR)

                    local offset = 0


                    ray[#ray+1]=iX+offset
                    ray[#ray+1]=iY+(offset*rSlope)
                end
            end
        end
    end

我坚持最后一节。它会创建一个从线条反弹的线段,但有时会越过线条,它永远不会是正确的反射角度。关于我应该如何做的任何指示将不胜感激。

1 个答案:

答案 0 :(得分:4)

如果可以避免使用斜坡和角度,最好避免使用它们,因为你必须处理恼人的特殊情况,例如斜率为+ ve或-ve infinity等等。

如果你可以计算线的法线(蓝色箭头),那么你可以用点积来做反射:

enter image description here

计算线的法线是这样的:

local normalY = line.x2 - line.x1
local normalX = line.y1 - line.y2
local normalLength = math.sqrt(normalX * normalX + normalY * normalY)
normalX = normalX / normalLength
normalY = normalY / normalLength

然后你需要计算从直线和光线的交点到光线尖端的矢量(已经消失的点"到"你要反映的线) :

local rayX = rayTipX - iX
local rayY = rayTipY - iY

然后计算点积:

local dotProduct = (rayX * normalX) + (rayY * normalY)

这告诉我们光线在法线方向上距离交叉点(绿线的长度)的距离。要查找绿线的矢量,请将线法线乘以点积:

 local dotNormalX = dotProduct * normalX
 local dotNormalY = dotProduct * normalY

如果我们否定此向量然后将其加倍(以获得绿线加上粉红色线条),并将其添加到光线的尖端,我们将获得光线的反射尖端:

 local reflectedRayTipX = rayTipX - (dotNormalX * 2)
 local reflectedRayTipY = rayTipY - (dotNormalY * 2)