我正在开发HTML Canvas演示,以了解有关圈到圈碰撞检测和响应的更多信息。我相信检测代码是正确的,但响应数学并不完全存在。
该演示已使用TypeScript实现,TypeScript是JavaScript的类型超集,可转换为纯JavaScript。
我相信Circle类的checkCollision方法中存在问题,特别是计算新速度的数学。
蓝色圆圈位置由鼠标控制(使用事件监听器)。如果红色圆圈从蓝色圆圈的右侧发生碰撞,则碰撞响应似乎正常,但如果它从左侧接近则无法正确响应。
我正在寻找一些关于如何修改checkCollision数学以从任何角度正确处理碰撞的指导。
这是一个用于实时演示和开发环境的CodePen: CodePen
class DemoCanvas {
canvasWidth: number = 500;
canvasHeight: number = 500;
canvas: HTMLCanvasElement = document.createElement('canvas');
constructor() {
this.canvas.width = this.canvasWidth;
this.canvas.height = this.canvasHeight;
this.canvas.style.border = '1px solid black';
this.canvas.style.position = 'absolute';
this.canvas.style.left = '50%';
this.canvas.style.top = '50%';
this.canvas.style.transform = 'translate(-50%, -50%)';
document.body.appendChild(this.canvas);
}
clear() {
this.canvas.getContext('2d').clearRect(0, 0, this.canvas.width, this.canvas.height);
}
getContext(): CanvasRenderingContext2D {
return this.canvas.getContext('2d');
}
getWidth(): number {
return this.canvasWidth;
}
getHeight(): number {
return this.canvasHeight;
}
getTop(): number {
return this.canvas.getBoundingClientRect().top;
}
getRight(): number {
return this.canvas.getBoundingClientRect().right;
}
getBottom(): number {
return this.canvas.getBoundingClientRect().bottom;
}
getLeft(): number {
return this.canvas.getBoundingClientRect().left;
}
}
class Circle {
x: number;
y: number;
xVelocity: number;
yVelocity: number;
radius: number;
color: string;
canvas: DemoCanvas;
context: CanvasRenderingContext2D;
constructor(x: number, y: number, xVelocity: number, yVelocity: number, color: string, gameCanvas: DemoCanvas) {
this.radius = 20;
this.x = x;
this.y = y;
this.xVelocity = xVelocity;
this.yVelocity = yVelocity;
this.color = color;
this.canvas = gameCanvas;
this.context = this.canvas.getContext();
}
public draw(): void {
this.context.fillStyle = this.color;
this.context.beginPath();
this.context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
this.context.fill();
}
public move(): void {
this.x += this.xVelocity;
this.y += this.yVelocity;
}
checkWallCollision(gameCanvas: DemoCanvas): void {
let top = 0;
let right = 500;
let bottom = 500;
let left = 0;
if(this.y < top + this.radius) {
this.y = top + this.radius;
this.yVelocity *= -1;
}
if(this.x > right - this.radius) {
this.x = right - this.radius;
this.xVelocity *= -1;
}
if(this.y > bottom - this.radius) {
this.y = bottom - this.radius;
this.yVelocity *= -1;
}
if(this.x < left + this.radius) {
this.x = left + this.radius;
this.xVelocity *= -1;
}
}
checkCollision(x1: number, y1: number, r1: number, x2: number, y2: number, r2: number) {
let distance: number = Math.abs((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2));
// Detect collision
if(distance < (r1 + r2) * (r1 + r2)) {
// Respond to collision
let newVelocityX1 = (circle1.xVelocity + circle2.xVelocity) / 2;
let newVelocityY1 = (circle1.yVelocity + circle1.yVelocity) / 2;
circle1.x = circle1.x + newVelocityX1;
circle1.y = circle1.y + newVelocityY1;
circle1.xVelocity = newVelocityX1;
circle1.yVelocity = newVelocityY1;
}
}
}
let demoCanvas = new DemoCanvas();
let circle1: Circle = new Circle(250, 250, 5, 5, "#F77", demoCanvas);
let circle2: Circle = new Circle(250, 540, 5, 5, "#7FF", demoCanvas);
addEventListener('mousemove', function(e) {
let mouseX = e.clientX - demoCanvas.getLeft();
let mouseY = e.clientY - demoCanvas.getTop();
circle2.x = mouseX;
circle2.y = mouseY;
});
function loop() {
demoCanvas.clear();
circle1.draw();
circle2.draw();
circle1.move();
circle1.checkWallCollision(demoCanvas);
circle2.checkWallCollision(demoCanvas);
circle1.checkCollision(circle1.x, circle1.y, circle1.radius, circle2.x, circle2.y, circle2.radius);
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
答案 0 :(得分:2)
速度矢量应该在碰撞点处改变法线矢量的倍数,这也是圆圈中点之间的归一化矢量。
这里和其他地方有几个关于弹性圆碰撞和脉冲交换计算的帖子(例如Collision of circular objects,jsfiddle用于星球台球https://stackoverflow.com/a/23671054/3088138)。
如果circle2
绑定到鼠标,则事件侦听器还应使用与前一点的差异和时间戳的差异来更新速度,或者更好的某种移动平均值。碰撞公式中这个圆的质量被认为是无限的。
当您使用requestAnimationFrame
时,它被调用的时间间隔被认为是随机的。最好使用实际时间标记和使用实际时间增量实现Euler方法(或任何结果顺序1积分方法相当于)的一些努力。冲突过程不应包含位置更新,因为这是集成步骤的域,这反过来又需要添加磁盘实际移动的测试。
答案 1 :(得分:-1)
问题可能是因为球不会彼此远离,然后在下一帧中它们仍然重叠并且变得更糟。我只是看着代码就猜到了。
在让两个球改变方向之前,必须确保它们的位置正确。他们必须只是触摸,(没有叠加)或者他们可以互相陷入。
// note I am using javascript.
// b1,b2 are the two balls or circles
// b1.dx,b1.dy are velocity (deltas) to save space same for b2
// get dist between them
// first vect from one to the next
const dx = b2.x - b1.x;
const dy = b2.y - b1.y;
// then distance
const dist = Math.sqrt(dx*dx + dy*dy);
// then check overlap
if(b1.radius + b2.radius >= dist){ // the balls overlap
// normalise the vector between them
const nx = dx / dist;
const ny = dy / dist;
// now move each ball away from each other
// along the same line as the line between them
// Use the ratio of the radius to work out where they touch
const touchDistFromB1 = (dist * (b1.radius / (b1.radius + b2.radius)))
const contactX = b1.x + nx * touchDistFromB1;
const contactY = b1.y + ny * touchDistFromB1;
// now move each ball so that they just touch
// move b1 back
b1.x = contactX - nx * b1.radius;
b1.y = contactY - ny * b1.radius;
// and b2 in the other direction
b2.x = contactX + nx * b2.radius;
b2.y = contactY + ny * b2.radius;
如果其中一个球是静止的,那么你可以保持其位置并移动另一个球。
// from contact test for b1 is immovable
if(b1.radius + b2.radius >= dist){ // the balls overlap
// normalise the vector between them
const nx = dx / dist;
const ny = dy / dist;
// move b2 away from b1 along the contact line the distance of the radius summed
b2.x = b1.x + nx * (b1.radius + b2.radius);
b2.y = b1.y + ny * (b1.radius + b2.radius);
现在你可以正确分离球,你可以计算出新的轨迹
有很多方法可以做到这一点,但我最喜欢的方法是弹性碰撞。我从Elastic collision in Two dimensional space wiki源创建了一个函数,并且已经在游戏中使用了一段时间。
功能和信息位于底部的代码段中。
接下来,我将展示如何从上面的代码中继续调用该函数
// get the direction and velocity of each ball
const v1 = Math.sqrt(b1.dx * b1.dx + b1.dy * b1.dy);
const v2 = Math.sqrt(b2.dx * b2.dx + b2.dy * b2.dy);
// get the direction of travel of each ball
const dir1 = Math.atan2(b1.dy, b1.dx);
const dir2 = Math.atan2(b2.dy, b2.dx);
// get the direction from ball1 center to ball2 cenet
const directOfContact = Math.atan2(ny, nx);
// You will also need a mass. You could use the area of a circle, or the
// volume of a sphere to get the mass of each ball with its radius
// this will make them react more realistically
// An approximation is good as it is the ratio not the mass that is important
// Thus ball are spheres. Volume is the cubed radius
const mass1 = Math.pow(b1.radius,3);
const mass1 = Math.pow(b2.radius,3);
最后你可以调用函数
ellastic2DCollistionD(b1, b2, v1, v2, d1, d2, directOfContact, mass1, mass2);
它将正确设置两个球的增量。
在碰撞功能
之后,沿着它们的增量移动球位置 b1.x += b1.dx;
b1.y += b1.dy;
b2.x += b1.dx;
b2.y += b1.dy;
如果其中一个球是静止的,你只需忽略增量。
来自Elastic collision in Two dimensional space wiki
的信息// obj1, obj2 are the object that will have their deltas change
// velocity1, velocity2 is the velocity of each
// dir1, dir2 is the direction of travel
// contactDir is the direction from the center of the first object to the center of the second.
// mass1, mass2 is the mass of the first and second objects.
//
// function ellastic2DCollistionD(obj1, obj2, velocity1, velocity2, dir1, dir2, contactDir, mass1, mass2){
// The function applies the formula below twice, once fro each object, allowing for a little optimisation.
// The formula of each object's new velocity is
//
// For 2D moving objects
// v1,v2 is velocity
// m1, m2 is the mass
// d1 , d2 us the direction of moment
// p is the angle of contact;
//
// v1* cos(d1-p) * (m1 - m2) + 2 * m2 * v2 * cos(d2- p)
// vx = ----------------------------------------------------- * cos(p) + v1 * sin(d1-p) * cos(p + PI/2)
// m1 + m2
// v1* cos(d1-p) * (m1 - m2) + 2 * m2 * v2 * cos(d2- p)
// vy = ----------------------------------------------------- * sin(p) + v1 * sin(d1-p) * sin(p + PI/2)
// m1 + m2
// More info can be found at https://en.wikipedia.org/wiki/Elastic_collision#Two-dimensional
// to keep the code readable I use abbreviated names
function ellastic2DCollistionD(obj1, obj2, v1, v2, d1, d2, cDir, m1, m2){
const mm = m1 - m2;
const mmt = m1 + m2;
const v1s = v1 * Math.sin(d1 - cDir);
const cp = Math.cos(cDir);
const sp = Math.sin(cDir);
var cdp1 = v1 * Math.cos(d1 - cDir);
var cdp2 = v2 * Math.cos(d2 - cDir);
const cpp = Math.cos(cDir + Math.PI / 2)
const spp = Math.sin(cDir + Math.PI / 2)
var t = (cdp1 * mm + 2 * m2 * cdp2) / mmt;
obj1.dx = t * cp + v1s * cpp;
obj1.dy = t * sp + v1s * spp;
cDir += Math.PI;
const v2s = v2 * Math.sin(d2 - cDir);
cdp1 = v1 * Math.cos(d1 - cDir);
cdp2 = v2 * Math.cos(d2 - cDir);
t = (cdp2 * -mm + 2 * m1 * cdp1) / mmt;
obj2.dx = t * -cp + v2s * -cpp;
obj2.dy = t * -sp + v2s * -spp;
}
注意刚刚意识到您使用的是typeScript,上面的函数是特定类型不可知的。不关心obj1
,obj2
类型,并且会将增量添加到您传递的任何对象。
您必须更改typeScript的功能。