我创建了一个Sphere和一个Wall并将其添加到物理引擎中。球体也有一个起始速度。
然后我创建了一个圆形和墙壁节点,添加了DOMElement组件,并设置了一些尺寸和颜色。
在更新循环期间,节点将其位置与物理对应物 - Sphere和Wall同步。
我预计球体会与墙壁碰撞,但动画显示球体只是继续穿过墙壁。我想知道我的代码出现了什么问题。
'use strict';
var famous = require('famous');
var DOMElement = famous.domRenderables.DOMElement;
var FamousEngine = famous.core.FamousEngine;
var Node = famous.core.Node;
var math = famous.math;
var physics = famous.physics;
var Particle = physics.Particle;
var Sphere = physics.Sphere;
var Vec3 = math.Vec3;
var Box = physics.Box;
var Wall = physics.Wall;
// Create Simulation.
var simulation = new physics.PhysicsEngine();
// Create Scene.
var scene = FamousEngine.createScene();
/***************************************
* Add Bodies
***************************************/
// Create Sphere.
var mySphere = new Sphere({ mass: 10, radius: 50 });
// Give the sphere some velocity.
mySphere.setVelocity(100, 0)
.setPosition(0, 250, 0);
// Create Wall.
var rightWall = new Wall({
direction: Wall.LEFT,
size: [10, 500, 100]
});
rightWall.setPosition(500, 0, 0);
simulation.addBody(rightWall);
simulation.addBody(mySphere);
/***************************************
* Add Nodes + Components
***************************************/
// Create circleNode, which updates its position based on mySphere's position.
var circleNode = scene.addChild();
circleNode
.setSizeMode('absolute', 'absolute', 'absolute')
// Match size of sphere
.setAbsoluteSize(100, 100)
.setPosition(0, 250, 0)
.setMountPoint(0, 0);
// Add DOMElement component to circleNode.
var circleDOMElement = new DOMElement(circleNode, { tagName: 'div' })
.setProperty('background-color', 'pink')
.setProperty('border-radius', '50px');
// Create a wallNode, which will update its position based on rightWall's position.
var wallNode = scene.addChild();
wallNode
.setSizeMode('absolute', 'absolute', 'absolute')
.setAbsoluteSize(10, 500, 100);
var wallDOMElement = new DOMElement(wallNode, { tagName: 'div' })
.setProperty('background-color', 'lightblue');
/***************************************
* Create an Update Loop
***************************************/
var updateLoop = scene.addComponent({
onUpdate: function (time) {
// During update, sync cirlceNode position with sphere,
// and wallNode position with wall.
var spherePosition = mySphere.getPosition();
var wallPosition = rightWall.getPosition();
circleNode.setPosition(spherePosition.x, spherePosition.y);
wallNode.setPosition(wallPosition.x, wallPosition.y);
simulation.update(time);
scene.requestUpdateOnNextTick(updateLoop);
}
});
// Kick off loop.
scene.requestUpdate(updateLoop);
FamousEngine.init();
答案 0 :(得分:1)
需要约束才能应用于墙和球体。在这种情况下,您可以使用Collision
var Collision = physics.Collision;
<强>替换强>
rightWall.setPosition(500, 0, 0);
simulation.addBody(rightWall);
simulation.addBody(mySphere);
。通过强>
rightWall.setPosition(500, 0, 0);
simulation.addBody(mySphere);
var collision = new Collision([mySphere,rightWall]);
simulation.addConstraint(collision);
此外,将圆的安装点固定到中心
circleNode
.setSizeMode('absolute', 'absolute', 'absolute')
// Match size of sphere
.setAbsoluteSize(100, 100)
.setPosition(0, 250, 0)
.setMountPoint(0.5, 0.5);
加分:添加左墙以保持粒子在屏幕上
// Create Walls.
var rightWall = new Wall({
direction: Wall.LEFT
});
var leftWall = new Wall({
direction: Wall.RIGHT
});
leftWall.setPosition(0, 0, 0);
rightWall.setPosition(500, 0, 0);
simulation.addBody(mySphere);
var collision = new Collision([mySphere,rightWall,leftWall]);
simulation.addConstraint(collision);
var FamousEngine = famous.core.FamousEngine;
var DOMElement = famous.domRenderables.DOMElement;
var Node = famous.core.Node;
var math = famous.math;
var physics = famous.physics;
var Sphere = physics.Sphere;
var Wall = physics.Wall;
var Collision = physics.Collision;
// Create Scene.
var scene = FamousEngine.createScene();
var rootNode = scene.addChild();
// Create Simulation.
var simulation = new physics.PhysicsEngine();
/***************************************
* Add Bodies
***************************************/
// Create Sphere.
var mySphere = new Sphere({
mass: 100,
radius: 50
});
// Give the sphere some velocity.
mySphere.setVelocity(500, 0)
.setPosition(0, 70, 0);
// Create Wall.
var rightWall = new Wall({
direction: Wall.LEFT
});
var leftWall = new Wall({
direction: Wall.RIGHT
});
leftWall.setPosition(0, 0, 0);
rightWall.setPosition(300, 0, 0);
//simulation.addBody(rightWall);
simulation.addBody(mySphere);
var collision = new Collision([mySphere, rightWall, leftWall]);
simulation.addConstraint(collision);
/***************************************
* Add Nodes + Components
***************************************/
// Create circleNode, which updates its position based on mySphere's position.
var circleNode = scene.addChild();
circleNode
.setSizeMode('absolute', 'absolute', 'absolute')
// Match size of sphere
.setAbsoluteSize(100, 100)
.setPosition(0, 70, 0)
.setMountPoint(0.5, 0.5);
circleNode.addUIEvent('click');
circleNode.addComponent({
onReceive: function(type, event) {
if (type === 'click') {
console.log('setting velocity');
mySphere.setVelocity(1000, 0);
}
},
});
// Add DOMElement component to circleNode.
var circleDOMElement = new DOMElement(circleNode, {
tagName: 'div'
})
.setProperty('background-color', 'lightblue')
.setProperty('text-align', 'center')
.setProperty('line-height', '100px')
.setProperty('border-radius', '50px');
circleDOMElement.setContent('click');
// Create a wallNode, which will update its position based on rightWall's position.
var wallNode = scene.addChild();
wallNode
.setSizeMode('absolute', 'absolute', 'absolute')
.setAbsoluteSize(10, 130, 0);
var wallDOMElement = new DOMElement(wallNode, {
tagName: 'div'
})
.setProperty('background-color', 'lightblue');
/***************************************
* Create an Update Loop
***************************************/
var updateLoop = rootNode.addComponent({
onUpdate: function(time) {
// During update, sync cirlceNode position with sphere,
// and wallNode position with wall.
var spherePosition = mySphere.getPosition();
var wallPosition = rightWall.getPosition();
circleNode.setPosition(spherePosition.x, spherePosition.y);
wallNode.setPosition(wallPosition.x, wallPosition.y);
simulation.update(time);
rootNode.requestUpdateOnNextTick(updateLoop);
}
});
// Kick off loop.
rootNode.requestUpdate(updateLoop);
FamousEngine.init();
html,
body {
width: 100%;
height: 100%;
margin: 0px;
padding: 0px;
}
body {
position: absolute;
-webkit-transform-style: preserve-3d;
transform-style: preserve-3d;
-webkit-font-smoothing: antialiased;
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background-color: black;
-webkit-perspective: 0;
perspective: none;
overflow: hidden;
}
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