在最新一季的最强大脑总决赛中,有一个比赛项目《傅立叶残影》感觉印象深刻。原理就是五根针首尾相连,按照自身的转速和杆长运动,根据提供的每根杆的转速和杆长来判断出尾部运动的残影轨迹。原理比较简单,就是一个连杆运行。好吧,知道原理就可以动手开始撸代码了。
开发的语言是C#的,目前只使用了三个杆,主要使用的前台代码是:
<StackPanel Orientation="Vertical">
<Grid Width="400" Height="400">
<Grid Width="400" Height="400">
<Line X1="{Binding x0}" Y1="{Binding y0}" X2="{Binding x1}" Y2="{Binding y1}" Stroke="Purple" StrokeThickness="3"/>
<Line X1="{Binding x1}" Y1="{Binding y1}" X2="{Binding x2}" Y2="{Binding y2}" Stroke="Blue" StrokeThickness="3"/>
<Line X1="{Binding x2}" Y1="{Binding y2}" X2="{Binding x3}" Y2="{Binding y3}" Stroke="Red" StrokeThickness="3"/>
</Grid>
<Grid Width="400" Height="400" Background="Transparent" x:Name="gggg">
//绘制运行轨迹
</Grid>
</Grid>
<StackPanel Orientation="Horizontal">
<Button Content="开始" Click="Button_Click" Width="50" Height="50"></Button>
<Button Content="复位" Click="Button_Click_1" Width="50" Height="50"/>
<Button Content="暂停" Click="Button_Click_2" Width="50" Height="50"/>
<UniformGrid Rows="2" Width="50">
<TextBlock Text="a半径"/>
<TextBox Text="{Binding r0}"/>
</UniformGrid>
<UniformGrid Rows="2">
<TextBlock Text="b半径" Width="50"/>
<TextBox Text="{Binding r1}"/>
</UniformGrid>
<UniformGrid Rows="2">
<TextBlock Text="c半径" Width="50"/>
<TextBox Text="{Binding r2}"/>
</UniformGrid>
<UniformGrid Rows="2" Width="25">
<TextBlock Text="a速度"/>
<TextBox Text="{Binding s0}"/>
</UniformGrid>
<UniformGrid Rows="2">
<TextBlock Text="b速度" Width="25"/>
<TextBox Text="{Binding s1}"/>
</UniformGrid>
<UniformGrid Rows="2">
<TextBlock Text="c速度" Width="25"/>
<TextBox Text="{Binding s2}"/>
</UniformGrid>
</StackPanel>
</StackPanel>
后端的核心代码是:
bool isRun = false;
private void Button_Click(object sender, RoutedEventArgs e)
{
isRun = true;
Thread t = new Thread(() =>
{
int i = 0;
double xOld = double.NaN;
double yOld = double.NaN;
while (isRun)
{
Helper.HelpDisplay.Invoke(() =>
{
mModel.x1 = mModel.x0 + mModel.r0 * Math.Cos(mModel.angle0 * Math.PI / 180);
mModel.y1 = mModel.y0 + mModel.r0 * Math.Sin(mModel.angle0 * Math.PI / 180);
});
if (i % mModel.s0 == 0)
{
mModel.angle0++;
if (mModel.angle0 >= 360)
{
mModel.angle0 = 0;
}
}
Helper.HelpDisplay.Invoke(() =>
{
mModel.x2 = mModel.x1 + mModel.r1 * Math.Cos(mModel.angle1 * Math.PI / 180);
mModel.y2 = mModel.y1 + mModel.r1 * Math.Sin(mModel.angle1 * Math.PI / 180);
});
if (i % mModel.s1 == 0)
{
mModel.angle1++;
if (mModel.angle1 >= 360)
{
mModel.angle1 = 0;
}
}
Helper.HelpDisplay.Invoke(() =>
{
mModel.x3 = mModel.x2 + mModel.r2 * Math.Cos(mModel.angle2 * Math.PI / 180);
mModel.y3 = mModel.y2 + mModel.r2 * Math.Sin(mModel.angle2 * Math.PI / 180);
});
if (i % mModel.s2 == 0)
{
mModel.angle2++;
if (mModel.angle2 >= 360)
{
mModel.angle2 = 0;
}
}
if (!double.IsNaN(xOld))
{
Helper.HelpDisplay.Invoke(() =>
{
Line l = new Line();
l.X1 = xOld;
l.Y1 = yOld;
l.X2 = mModel.x3;
l.Y2 = mModel.y3;
l.StrokeThickness = 1;
l.Stroke = Brushes.Black;
gggg.Children.Add(l);
});
}
xOld = mModel.x3;
yOld = mModel.y3;
i++;
Thread.Sleep(10);
}
});
t.IsBackground = true;
t.Start();
}
private void Button_Click_1(object sender, RoutedEventArgs e)
{
isRun = false;
Thread.Sleep(100);
mModel.angle0 = 90;
mModel.angle1 = 90;
mModel.angle2 = 90;
gggg.Children.Clear();
mModel.x1 = mModel.x0 + mModel.r0 * Math.Cos(mModel.angle0 * Math.PI / 180);
mModel.y1 = mModel.y0 + mModel.r0 * Math.Sin(mModel.angle0 * Math.PI / 180);
mModel.x2 = mModel.x1 + mModel.r1 * Math.Cos(mModel.angle1 * Math.PI / 180);
mModel.y2 = mModel.y1 + mModel.r1 * Math.Sin(mModel.angle1 * Math.PI / 180);
mModel.x3 = mModel.x2 + mModel.r2 * Math.Cos(mModel.angle2 * Math.PI / 180);
mModel.y3 = mModel.y2 + mModel.r2 * Math.Sin(mModel.angle2 * Math.PI / 180);
}
private void Button_Click_2(object sender, RoutedEventArgs e)
{
isRun = !isRun;
}
开发结束实现的运行效果,如下图:
开发过程中遇见的问题1:
最开始写的是每个杆运行对应一个线程互相独立,但是写出来之后发现,由于三个线程互相独立,无法实现时间上的完美同步,绘制的曲线没有规律可言。发现这个问题之后,采用单线程轮询扫描的方法,实现了一下运动的准确效果。
开发过程中遇见的问题2:
计算sin(30)时,赋值错误。C#中math.sin(value)的value是弧度的意思,不是角度。角度转弧度的计算公式是:2πr/360n/r=nπ/180。所以根据数学中sin(n)转换为C#语言算法是:Math.Sin(n * Math.PI / 180)
源码下载地址:
https://download.csdn.net/download/sdfjasad/86086513