我正在创建一个物理引擎,它目前使用鼠标加速(随着时间的推移)在屏幕上移动框。我的目标是将应用于盒子的鼠标加速度随着时间的推移衰减0.8倍,但是我当前的等式并没有使鼠标加速度收敛到零。
箱加速度/速度衰减方程:
_this.vx是我希望衰减0.8,但它复合(图像中)。
_this.update = function (t) {
_this.x += _this.vx * 0.8 * t;
_this.vx += (_this.ax *0.8) * t;
console.log("Velocity: " + _this.vx);
_this.y += _this.vy * t;
_this.vy += (_this.ay + 440) * t;
鼠标加速捕获:
var mouse = {
update: function (t)
{
mouse.ox = mouse.x;
mouse.oy = mouse.y;
},
x: 0,
y: 0,
ox: 0,
oy: 0,
vx: 0,
vy: 0,
click: false
}
var now, after,timediff;
window.onmousemove = function (e)
{
mouse.ox = mouse.x;
mouse.oy = mouse.y;
mouse.x = e.x;
mouse.y = e.y;
now = performance.now();
timediff = now - after;
mouse.vx = ((mouse.x - mouse.ox) / timediff)*100;
mouse.vy = ((mouse.y - mouse.oy) / timediff)*100;
after = now;
timediff = 0;
}
答案 0 :(得分:0)
_this.vx += (_this.ax *0.8) * t;
应该是
_this.vx = (_this.vx *0.8) * t;//Assignment not addition
此外,我假设_this.ax *0.8
是_this.vx *0.8
此外,您应该检查最小值_this.vx
以停止更新,因为将分数乘以数字永远不会使其为零。为了应用的目的,应检查最小值是否为零。