如何解决在 JS 画布动画中为台球物理添加重力
我正在尝试使用 Javascript 编写一个小型物理演示。我有多个球可以很好地相互反弹,但是当我尝试添加重力时出现问题。
我试图在它们撞击后保持动量守恒,但是当我为每个重力增加恒定重力时,物理开始崩溃。
以下是我所拥有的代码:
class Ball {
constructor ({
x,y,vx,vy,radius,color = 'red',}) {
this.x = x
this.y = y
this.vx = vx
this.vy = vy
this.radius = radius
this.color = color
this.mass = 1
}
render (ctx) {
ctx.save()
ctx.fillStyle = this.color
ctx.strokeStyle = this.color
ctx.translate(this.x,this.y)
ctx.strokeRect(-this.radius,-this.radius,this.radius * 2,this.radius * 2)
ctx.beginPath()
ctx.arc(0,this.radius,Math.PI * 2,false)
ctx.closePath()
ctx.fill()
ctx.restore()
return this
}
getBounds () {
return {
x: this.x - this.radius,y: this.y - this.radius,width: this.radius * 2,height: this.radius * 2
}
}
}
const intersects = (rectA,rectB) => {
return !(rectA.x + rectA.width < rectB.x ||
rectB.x + rectB.width < rectA.x ||
rectA.y + rectA.height < rectB.y ||
rectB.y + rectB.height < rectA.y)
}
const checkWall = (ball) => {
const bounceFactor = 0.5
if (ball.x + ball.radius > canvas.width) {
ball.x = canvas.width - ball.radius
ball.vx *= -bounceFactor
}
if (ball.x - ball.radius < 0) {
ball.x = ball.radius
ball.vx *= -bounceFactor
}
if (ball.y + ball.radius > canvas.height) {
ball.y = canvas.height - ball.radius
ball.vy *= -1
}
if (ball.y - ball.radius < 0) {
ball.y = ball.radius
ball.vy *= -bounceFactor
}
}
const rotate = (x,sin,cos,reverse) => {
return {
x: reverse ? x * cos + y * sin : x * cos - y * sin,y: reverse ? y * cos - x * sin : y * cos + x * sin
}
}
const checkCollision = (ball0,ball1,dt) => {
const dx = ball1.x - ball0.x
const dy = ball1.y - ball0.y
const dist = Math.sqrt(dx * dx + dy * dy)
const mindist = ball0.radius + ball1.radius
if (dist < mindist) {
//calculate angle,sine,and cosine
const angle = Math.atan2(dy,dx)
const sin = Math.sin(angle)
const cos = Math.cos(angle)
//rotate ball0's position
const pos0 = {x: 0,y: 0}
//rotate ball1's position
const pos1 = rotate(dx,dy,true)
//rotate ball0's veLocity
const vel0 = rotate(ball0.vx,ball0.vy,true)
//rotate ball1's veLocity
const vel1 = rotate(ball1.vx,ball1.vy,true)
//collision reaction
const vxTotal = (vel0.x - vel1.x)
vel0.x = ((ball0.mass - ball1.mass) * vel0.x + 2 * ball1.mass * vel1.x) /
(ball0.mass + ball1.mass)
vel1.x = vxTotal + vel0.x
const absV = Math.abs(vel0.x) + Math.abs(vel1.x)
const overlap = (ball0.radius + ball1.radius) - Math.abs(pos0.x - pos1.x)
pos0.x += vel0.x / absV * overlap
pos1.x += vel1.x / absV * overlap
//rotate positions back
const pos0F = rotate(pos0.x,pos0.y,false)
const pos1F = rotate(pos1.x,pos1.y,false)
//adjust positions to actual screen positions
ball1.x = ball0.x + pos1F.x
ball1.y = ball0.y + pos1F.y
ball0.x = ball0.x + pos0F.x
ball0.y = ball0.y + pos0F.y
//rotate veLocities back
const vel0F = rotate(vel0.x,vel0.y,false)
const vel1F = rotate(vel1.x,vel1.y,false)
ball0.vx = vel0F.x
ball0.vy = vel0F.y
ball1.vx = vel1F.x
ball1.vy = vel1F.y
}
}
const canvas = document.createElement('canvas')
const ctx = canvas.getContext('2d')
let oldTime = 0
canvas.width = innerWidth
canvas.height = innerHeight
document.body.appendChild(canvas)
const log = document.getElementById('log')
const balls = new Array(36).fill(null).map(_ => new Ball({
x: Math.random() * innerWidth,y: Math.random() * innerHeight,vx: (Math.random() * 2 - 1) * 5,vy: (Math.random() * 2 - 1) * 5,radius: 20,}))
requestAnimationFrame(updateFrame)
function updateFrame (ts) {
const dt = ts - oldTime
oldTime = ts
ctx.clearRect(0,innerWidth,innerHeight)
for (let i = 0; i < balls.length; i++) {
const ball = balls[i]
// ADD GraviTY HERE
ball.vy += 2
ball.x += ball.vx * (dt * 0.005)
ball.y += ball.vy * (dt * 0.005)
checkWall(ball)
}
for (let i = 0; i < balls.length; i++) {
const ball0 = balls[i]
for (let j = i + 1; j < balls.length; j++) {
const ball1 = balls[j]
// CHECK FOR COLLISIONS HERE
checkCollision(ball0,dt)
}
}
for (let i = 0; i < balls.length; i++) {
const ball = balls[i]
ball.render(ctx)
}
// const dist = ball2.x - ball1.x
// if (Math.abs(dist) < ball1.radius + ball2.radius) {
// const vxTotal = ball1.vx - ball2.vx
// ball1.vx = ((ball1.mass - ball2.mass) * ball1.vx + 2 * ball2.mass * ball2.vx) / (ball1.mass + ball2.mass)
// ball2.vx = vxTotal + ball1.vx
// ball1.x += ball1.vx
// ball2.x += ball2.vx
// }
// ball.vy += 0.5
// ball.x += ball.vx
// ball.y += ball.vy
//
// ball.render(ctx)
requestAnimationFrame(updateFrame)
}
* { margin: 0; padding: 0; }
如您所见,我有 checkCollision
辅助方法,该方法计算一个球与另一个球碰撞后的动能和新速度。我的更新循环如下所示:
// add veLocities to balls position
// check if its hitting any wall and bounce it back
for (let i = 0; i < balls.length; i++) {
const ball = balls[i]
// Add constant gravity to the vertical veLocity
// When balls stack up on each other at the bottom,the gravity is still applied and my
// "checkCollision" method freaks out and the physics start to explode
ball.vy += 0.8
ball.x += ball.vx * (dt * 0.005)
ball.y += ball.vy * (dt * 0.005)
checkWall(ball)
}
for (let i = 0; i < balls.length; i++) {
const ball0 = balls[i]
for (let j = i + 1; j < balls.length; j++) {
const ball1 = balls[j]
// Check collisions between two balls
checkCollision(ball0,dt)
}
}
// Finally render the ball on-screen
for (let i = 0; i < balls.length; i++) {
const ball = balls[i]
ball.render(ctx)
}
如何计算重力,同时防止球开始堆叠时物理爆炸?
似乎重力正在与“checkCollision”方法发生碰撞。 checkCollision 方法试图将它们移回原位,但恒定的重力覆盖了它并继续将它们拉下。
编辑:经过一些阅读,我明白一些 Verlet 集成是有序的,但我很难理解它。
for (let i = 0; i < balls.length; i++) {
const ball = balls[i]
// This line needs to be converted to verlet motion?
ball.vy += 2
ball.x += ball.vx * (dt * 0.005)
ball.y += ball.vy * (dt * 0.005)
checkWall(ball)
}
版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。