所以我遇到了一个在我看来非常奇怪的问题。我有一个在2D平面上对物体施加力的粗糙系统,其中一个最简单的计算似乎会导致我的一个变量溢出。我有下面这行代码:
int ySign = m_Momentum.y / abs(m_Momentum.y);
其中Momentum有两个数据成员,x y (m_Momentum是浮点数的SFML sf::Vector2 )。现在,通常公式应该总是返回1或-1,这取决于Momentum.y的符号(除非我大错特错)。
但是,它偶尔会返回非常高的数字,比如-2147483648。在那个特定的例子中,m_Momentum.y的值是0.712165 (这两个值都是通过发送到std::cout获得的);我再次尝试,m_Momentum.y是-0.578988,而ySign仍然是-0.578988。有一个相应的xSign有时也会翻转,通常具有相同的最终值。我不能百分之百地确认这总是结果,但目前看来是这样的。
我有点困惑于为什么会发生这种情况,当它发生时,它基本上会使我的程序失效(它会立即向对象发送数百万像素的错误方向)。上面这行代码返回如此奇怪的结果在逻辑上似乎是不可能的。
下面是我正在处理的函数。也许这样做是错误的,但我没想到会出这么大的差错。它产生的打印输出显示,在打印出符号之前,所有数字看起来都是正常的;其中一个总是很大,之后您会看到像-2.727e+008这样的数字(据我所知,这是科学记数法-即-2.727 *10^8)。
///MODIFY MOMENTUM
//Reset, if necessary
if (Reset == true)
{
m_Momentum.x = 0;
m_Momentum.y = 0;
}
sf::Vector2<float> OldMoment = m_Momentum;
//Apply the force to the new momentum.
m_Momentum.x += Force.x;
m_Momentum.y += Force.y;
sf::Vector2<float> NewMoment = m_Momentum;
//Calculate total momentum.
float sqMomentum = m_Momentum.x * m_Momentum.x + m_Momentum.y * m_Momentum.y;
float tMomentum = sqrt(sqMomentum);
//Preserve signs for later use.
int xSign = m_Momentum.x / abs(m_Momentum.x);
int ySign = m_Momentum.y / abs(m_Momentum.y);
//Determine more or less the ratio of importance between x and y components
float xProp;
float yProp;
if (abs(tMomentum) > m_MaxVelocity)
{
//Get square of maximum velocity
int sqMax = m_MaxVelocity * m_MaxVelocity;
//Get proportion of contribution of each direction to velocity
xProp = (m_Momentum.x * m_Momentum.x) / sqMomentum;
yProp = (m_Momentum.y * m_Momentum.y) / sqMomentum;
//Reset such that the total does not exceed maximum velocity.
m_Momentum.x = sqrt(sqMax * xProp) * xSign;
m_Momentum.y = sqrt(sqMax * yProp) * ySign;
}
///SANITY CHECK
//Preserve old tMomentum
float tOld = tMomentum;
//Calculate current tMomentum
sqMomentum = m_Momentum.x * m_Momentum.x + m_Momentum.y * m_Momentum.y;
tMomentum = sqrt(sqMomentum);
//If it's still too high, print a report.
if (tMomentum > m_MaxVelocity)
{
std::cout << "\n\nSANITY CHECK FAILED\n";
std::cout << "-\n";
std::cout << "Old Components: " << OldMoment.x << ", " << OldMoment.y << "\n";
std::cout << "Force Components: " << Force.x << ", " << Force.y << "\n";
std::cout << "-\n";
std::cout << "New Components: " << NewMoment.x << ", " << NewMoment.y << "\n";
std::cout << "Which lead to...\n";
std::cout << "tMomentum: " << tOld << "\n";
std::cout << "-\n";
std::cout << "Found these proportions: " << xProp << ", " << yProp << "\n";
std::cout << "Using these signs: " << xSign << ", " << ySign << "\n";
std::cout << "New Components: " << m_Momentum.x << ", " << m_Momentum.y << "\n";
std::cout << "-\n";
std::cout << "Current Pos: " << m_RealPosition.x << ", " << m_RealPosition.y << "\n";
std::cout << "New Pos: " << m_RealPosition.x + m_Momentum.x << ", " << m_RealPosition.y + m_Momentum.y << "\n";
std::cout << "\n\n";
}
///APPLY FORCE
//To the object's position.
m_RealPosition.x += m_Momentum.x;
m_RealPosition.y += m_Momentum.y;
//To the sprite's position.
m_Sprite.Move(m_Momentum.x, m_Momentum.y);有人能解释一下这是怎么回事吗?
编辑: RedX帮助我访问了以下帖子:Is there a standard sign function (signum, sgn) in C/C++?,这使我编写了以下代码行:
//Preserve signs for later use.
//int xSign = m_Momentum.x / abs(m_Momentum.x);
//int ySign = m_Momentum.y / abs(m_Momentum.y);
int xSign = (m_Momentum.x > 0) - (m_Momentum.x < 0);
int ySign = (m_Momentum.y > 0) - (m_Momentum.y < 0);多亏了以上,我不再有奇怪的问题了。有关解释/替代解决方案,请参阅下面Didier的帖子。
发布于 2012-02-01 19:23:26
应该使用fabs()而不是abs()来获取浮点数的绝对值。如果使用integer绝对值函数,则结果是一个整数...
例如,-0.5 / abs(-0.5)被视为-0.5 / 0,它导致负无穷大(作为浮点值)被转换为int 0x80000000 = -2147483648的最小值
发布于 2012-02-03 10:22:49
对我来说,取绝对值和除法听起来像是在浪费周期。有什么问题吗
x > 0 ? 1 : -1你总是可以把它放在一个函数中
template <class T>
inline int sgn(const T &x) { return x > 0 ? : 1; }https://stackoverflow.com/questions/9094868
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