由于某些原因,我的代码无效。它应该是一个碰撞模拟,但球只是粘在一起,我似乎无法弄清楚为什么。我一直在使用https://en.wikipedia.org/wiki/Elastic_collision#Two-dimensional_collision_with_two_moving_objects中的等式,据我所知,我完全复制了它,我甚至添加了括号以确保操作顺序正确,但仍然没有运气
这是我的代码:
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
function Ball(){
this.pos = {
"x": Math.random() * canvas.width,
"y": Math.random() * canvas.height
};
this.vel = {
"x": Math.random() - 0.5,
"y": Math.random() - 0.5
};
this.r = 16;
this.colliding = false;
this.m = 1;
}
function mag(v){
return Math.sqrt((v.x * v.x) + (v.y * v.y));
}
function dir(v){
return Math.atan2(v.y, v.x);
}
function dist(a, b){
var dx = b.x - a.x,
dy = b.y - a.y;
return Math.sqrt(dx * dx + dy * dy);
}
var balls = [];
for(var i = 0; i < 10; i++){
balls.push(new Ball());
}
setInterval(function(){
for(var i = 0; i < balls.length; i++){
balls[i].pos.x += balls[i].vel.x;
balls[i].pos.y += balls[i].vel.y;
if(balls[i].pos.x + balls[i].r > canvas.width){
balls[i].pos.x = canvas.width - balls[i].r;
balls[i].vel.x *= -1;
}
if(balls[i].pos.x < balls[i].r){
balls[i].pos.x = balls[i].r;
balls[i].vel.x *= -1;
}
if(balls[i].pos.y + balls[i].r > canvas.height){
balls[i].pos.y = canvas.height - balls[i].r;
balls[i].vel.y *= -1;
}
if(balls[i].pos.y < balls[i].r){
balls[i].pos.y = balls[i].r;
balls[i].vel.y *= -1;
}
balls[i].colliding = false;
}
for(var i = 0; i < balls.length; i++){
for(var j = i + 1; j < balls.length; j++){
if(mag(balls[i].vel) < 0){
break;
}
if(dist(balls[i].pos, balls[j].pos) < balls[i].r + balls[j].r){
balls[i].colliding = true;
var contact = Math.atan2(balls[j].pos.y - balls[i].pos.y, balls[j].pos.x - balls[i].pos.x);
balls[i].vel.x = ((((mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact) * (balls[i].m - balls[j].m)) + (2 * balls[j].m * mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact))) / (balls[i].m + balls[j].m)) * Math.cos(contact)) + (mag(balls[i].vel) * Math.sin(dir(balls[i].vel) - contact) * Math.cos(contact + (Math.PI / 2)));
balls[i].vel.y = ((((mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact) * (balls[i].m - balls[j].m)) + (2 * balls[j].m * mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact))) / (balls[i].m + balls[j].m)) * Math.sin(contact)) + (mag(balls[i].vel) * Math.sin(dir(balls[i].vel) - contact) * Math.sin(contact + (Math.PI / 2)));
balls[j].vel.x = ((((mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact) * (balls[j].m - balls[i].m)) + (2 * balls[i].m * mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact))) / (balls[j].m + balls[i].m)) * Math.cos(contact)) + (mag(balls[j].vel) * Math.sin(dir(balls[j].vel) - contact) * Math.cos(contact + (Math.PI / 2)));
balls[j].vel.y = ((((mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact) * (balls[j].m - balls[i].m)) + (2 * balls[i].m * mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact))) / (balls[j].m + balls[i].m)) * Math.sin(contact)) + (mag(balls[j].vel) * Math.sin(dir(balls[j].vel) - contact) * Math.sin(contact + (Math.PI / 2)));
}
}
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
for(var i = 0; i < balls.length; i++){
ctx.beginPath();
if(balls[i].colliding){
ctx.fillStyle = "#f00";
}else{
ctx.fillStyle = "#0f0";
}
ctx.arc(balls[i].pos.x, balls[i].pos.y, balls[i].r, 0, 2 * Math.PI);
ctx.fill();
}
}, 16);
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title></title>
</head>
<body>
<canvas id="canvas" width="640" height="480"></canvas>
<script src="main.js"></script>
</body>
</html>
答案 0 :(得分:0)
对于初学者来说,我在碰撞时将球的新velX和velY反转,你的碰撞系统似乎工作得很好。然而,如果仔细观察,你会注意到它们会像你提到的那样卡住,这是因为每个球的球可以移动超过一个像素,导致球在另一个球内移动,因此碰撞将一直持续尝试直到它们不在里面。为了防止这种情况,如果距离小于组合半径,则需要调整velX和velY。
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
function Ball(){
this.pos = {
"x": Math.random() * canvas.width,
"y": Math.random() * canvas.height
};
this.vel = {
"x": Math.random() - 0.5,
"y": Math.random() - 0.5
};
this.r = 16;
this.colliding = false;
this.m = 1;
}
function mag(v){
return Math.sqrt((v.x * v.x) + (v.y * v.y));
}
function dir(v){
return Math.atan2(v.y, v.x);
}
function dist(a, b){
var dx = b.x - a.x,
dy = b.y - a.y;
return Math.sqrt(dx * dx + dy * dy);
}
var balls = [];
for(var i = 0; i < 10; i++){
balls.push(new Ball());
}
setInterval(function(){
for(var i = 0; i < balls.length; i++){
balls[i].pos.x += balls[i].vel.x;
balls[i].pos.y += balls[i].vel.y;
if(balls[i].pos.x + balls[i].r > canvas.width){
balls[i].pos.x = canvas.width - balls[i].r;
balls[i].vel.x *= -1;
}
if(balls[i].pos.x < balls[i].r){
balls[i].pos.x = balls[i].r;
balls[i].vel.x *= -1;
}
if(balls[i].pos.y + balls[i].r > canvas.height){
balls[i].pos.y = canvas.height - balls[i].r;
balls[i].vel.y *= -1;
}
if(balls[i].pos.y < balls[i].r){
balls[i].pos.y = balls[i].r;
balls[i].vel.y *= -1;
}
balls[i].colliding = false;
}
for(var i = 0; i < balls.length; i++){
for(var j = i + 1; j < balls.length; j++){
if(mag(balls[i].vel) < 0){
break;
}
if(dist(balls[i].pos, balls[j].pos) < balls[i].r + balls[j].r){
balls[i].colliding = true;
var contact = Math.atan2(balls[j].pos.y - balls[i].pos.y, balls[j].pos.x - balls[i].pos.x);
balls[i].vel.x = ((((mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact) * (balls[i].m - balls[j].m)) + (2 * balls[j].m * mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact))) / (balls[i].m + balls[j].m)) * Math.cos(contact)) + (mag(balls[i].vel) * Math.sin(dir(balls[i].vel) - contact) * Math.cos(contact + (Math.PI / 2)));
balls[i].vel.y = ((((mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact) * (balls[i].m - balls[j].m)) + (2 * balls[j].m * mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact))) / (balls[i].m + balls[j].m)) * Math.sin(contact)) + (mag(balls[i].vel) * Math.sin(dir(balls[i].vel) - contact) * Math.sin(contact + (Math.PI / 2)));
balls[j].vel.x = -((((mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact) * (balls[j].m - balls[i].m)) + (2 * balls[i].m * mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact))) / (balls[j].m + balls[i].m)) * Math.cos(contact)) + (mag(balls[j].vel) * Math.sin(dir(balls[j].vel) - contact) * Math.cos(contact + (Math.PI / 2)));
balls[j].vel.y = -((((mag(balls[j].vel) * Math.cos(dir(balls[j].vel) - contact) * (balls[j].m - balls[i].m)) + (2 * balls[i].m * mag(balls[i].vel) * Math.cos(dir(balls[i].vel) - contact))) / (balls[j].m + balls[i].m)) * Math.sin(contact)) + (mag(balls[j].vel) * Math.sin(dir(balls[j].vel) - contact) * Math.sin(contact + (Math.PI / 2)));
}
}
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
for(var i = 0; i < balls.length; i++){
ctx.beginPath();
if(balls[i].colliding){
ctx.fillStyle = "#f00";
}else{
ctx.fillStyle = "#0f0";
}
ctx.arc(balls[i].pos.x, balls[i].pos.y, balls[i].r, 0, 2 * Math.PI);
ctx.fill();
}
}, 16);
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title></title>
</head>
<body>
<canvas id="canvas" width="640" height="480"></canvas>
<script src="main.js"></script>
</body>
</html>