我是物理引擎世界的新手。我决定使用Famo.us进行实验并尝试学习如何使用物理引擎。
如何在击球时让球反弹?我设法添加球并创建墙壁。撞击墙壁时球会反弹,但是当击打对方时球不会弹出。我一直在尝试任何我能找到的东西,但不幸的是,缺乏关于famo.us doc的信息对我来说是一个小障碍(因为我还在学习这些概念)。
在实践中我不太了解的另一个概念是如何增加球的重力。
这就是我想要实现的目标:http://mrdoob.com/projects/chromeexperiments/ball-pool/
这是我到目前为止的代码:
define(function(require, exports, module) {
var Engine = require('famous/core/Engine');
var Surface = require('famous/core/Surface');
var ContainerSurface = require('famous/surfaces/ContainerSurface');
var EventHandler = require('famous/core/EventHandler');
var View = require('famous/core/View');
var Transform = require('famous/core/Transform');
var StateModifier = require('famous/modifiers/StateModifier');
var PhysicsEngine = require('famous/physics/PhysicsEngine');
var Body = require('famous/physics/bodies/Body');
var Circle = require('famous/physics/bodies/Circle');
var Wall = require('famous/physics/constraints/Wall');
var Vector = require('famous/math/Vector');
var Collision = require('famous/physics/constraints/Collision');
var context = Engine.createContext();
var contextSize;
var mainSurface = new ContainerSurface ({
size: [undefined,undefined],
properties: {
backgroundColor: '#dddddd'
}
});
mainSurface.on("click",function(){
addNewBall(1);
setWalls();
});
var handler = new EventHandler();
var physicsEngine = new PhysicsEngine();
var balls = [];
var collision = new Collision();
function addNewBall(number){
if(number == undefined) var number = 1;
for(var i=0; i<number; i++){
var index = balls.length;
balls[index] = new Surface ({
size: [50,50],
properties: {
backgroundColor: 'red',
borderRadius: '50px'
}
})
balls[index].state = new StateModifier({origin:[0.5,0.5]});
balls[index].particle = new Circle({radius:25});
//Attempting to add collision
physicsEngine.attach( collision, [balls[index]]);
balls[index].particle.applyForce(new Vector(Math.random(), 1, 0));
physicsEngine.addBody(balls[index].particle);
mainSurface.add(balls[index].state).add(balls[index]);
}
}
context.add(mainSurface);
addNewBall(1);
//Function to loop through all balls and set the walls
function setWalls() {
contextSize = context.getSize();
var leftWall = new Wall({normal : [1,0,0], distance : contextSize[0]/2.0, restitution : .5});
var rightWall = new Wall({normal : [-1,0,0], distance : contextSize[0]/2.0, restitution : .5});
var topWall = new Wall({normal : [0,1,0], distance : contextSize[1]/2.0, restitution : .5});
var bottomWall = new Wall({normal : [0,-1,0], distance : contextSize[1]/2.0, restitution : .5});
for(var i=0; i < balls.length; i++){
physicsEngine.attach( leftWall, [balls[i].particle]);
physicsEngine.attach( rightWall, [balls[i].particle]);
physicsEngine.attach( topWall, [balls[i].particle]);
physicsEngine.attach( bottomWall,[balls[i].particle]);
}
}
Engine.nextTick(setWalls);
Engine.on('resize',setWalls);
Engine.on('prerender', function(){
for(var i=0; i < balls.length; i++){
balls[i].state.setTransform(balls[i].particle.getTransform())
}
});
});
答案 0 :(得分:2)
问题在于这一行:
physicsEngine.attach( collision, [balls[index]]);
.attach
方法采用物理代理(Collision
),目标数组(balls
)和[可选]源。由于两个球之间的碰撞是,因此您需要定义碰撞源。同样,您可以在两个粒子之间连接Spring
或Repulsion
。 Drag
,Gravity
等不需要此。
要定义所有粒子对之间的碰撞,您可以这样做:
for (var i = 0; i < balls.length; i++) {
physicsEngine.attach(collision, balls, balls[i]);
}
等效(略微不太理想),你可以使用双循环显式
for (var i = 0; i < balls.length; i++) {
for (var j = 0; j < balls.length; j++) {
if (i !== j) physicsEngine.attach(collision, balls[j], balls[i]);
}
}
答案 1 :(得分:0)
检查你的演示它似乎你现在正在运行,而且DMV也指出了具体细节。但就像另一种方法一样......我把一个演示放在一起(与着名人物帮助一起黑客马拉松)的球互相弹跳,墙壁等等。