我有一个双摆的代码,该代码通过使用摆的先前位置来用一条线跟踪第二个摆的中心。我需要添加一个函数,当单击鼠标时(无论是否在钟摆上,这都没有关系),可以在钟摆的边界内在屏幕周围拖动钟摆,我不确定是否可以使用mouse dragged()或者如果我应该为摆锤使用一个类,以使其更简单
float r1 = 200;
float r2 = 200;
float m1 = 40;
float m2 = 40;
float a1 = PI/2;
float a2 = PI/2;
float a1_v = 0;
float a2_v = 0;
float g = 1;
float px2 = -1;
float py2 = -1;
float cx, cy;
PGraphics canvas;
void setup() {
size(900, 600);
cx = width/2;
cy = 200;
canvas = createGraphics(width, height);
canvas.beginDraw();
canvas.background(255);
canvas.endDraw();
}
void draw() {
background(255);
imageMode(CORNER);
image(canvas, 0, 0, width, height);
float num1 = -g * (2 * m1 + m2) * sin(a1);
float num2 = -m2 * g * sin(a1-2*a2);
float num3 = -2*sin(a1-a2)*m2;
float num4 = a2_v*a2_v*r2+a1_v*a1_v*r1*cos(a1-a2);
float den = r1 * (2*m1+m2-m2*cos(2*a1-2*a2));
float a1_a = (num1 + num2 + num3*num4) / den;
num1 = 2 * sin(a1-a2);
num2 = (a1_v*a1_v*r1*(m1+m2));
num3 = g * (m1 + m2) * cos(a1);
num4 = a2_v*a2_v*r2*m2*cos(a1-a2);
den = r2 * (2*m1+m2-m2*cos(2*a1-2*a2));
float a2_a = (num1*(num2+num3+num4)) / den;
translate(cx, cy);
stroke(0);
strokeWeight(2);
float x1 = r1 * sin(a1);
float y1 = r1 * cos(a1);
float x2 = x1 + r2 * sin(a2);
float y2 = y1 + r2 * cos(a2);
line(0, 0, x1, y1);
fill(0);
ellipse(x1, y1, m1, m1);
line(x1, y1, x2, y2);
fill(0);
ellipse(x2, y2, m2, m2);
a1_v += a1_a;
a2_v += a2_a;
a1 += a1_v;
a2 += a2_v;
// a1_v *= 0.99;
// a2_v *= 0.99;
canvas.beginDraw();
//canvas.background(0, 1);
canvas.translate(cx, cy);
canvas.stroke(0);
if (frameCount > 1) {
canvas.line(px2, py2, x2, y2);
}
canvas.endDraw();
px2 = x2;
py2 = y2;
}
答案 0 :(得分:1)
您在正确的轨道上:cx
和cy
是系统原点的坐标。
只需将它们更新为mouseDragged()
回调中的鼠标坐标:
void mouseDragged(){
cx = mouseX;
cy = mouseY;
}
要解决评论中所阐明的问题,一种快速而肮脏的选择是简单地用鼠标坐标覆盖x2,y2(由cx,cy
系统原点位置偏移):
float x2 = 0;
float y2 = 0;
if(mousePressed){
x2 = mouseX - cx;
y2 = mouseY - cy;
}else{
x2 = x1 + r2 * sin(a2);
y2 = y1 + r2 * cos(a2);
}
以下是应用了上述内容的完整代码清单:
float r1 = 200;
float r2 = 200;
float m1 = 40;
float m2 = 40;
float a1 = PI/2;
float a2 = PI/2;
float a1_v = 0;
float a2_v = 0;
float g = 1;
float px2 = -1;
float py2 = -1;
float cx, cy;
PGraphics canvas;
void setup() {
size(900, 600);
cx = width/2;
cy = 200;
canvas = createGraphics(width, height);
canvas.beginDraw();
canvas.background(255);
canvas.endDraw();
}
void draw() {
background(255);
imageMode(CORNER);
image(canvas, 0, 0, width, height);
float num1 = -g * (2 * m1 + m2) * sin(a1);
float num2 = -m2 * g * sin(a1-2*a2);
float num3 = -2*sin(a1-a2)*m2;
float num4 = a2_v*a2_v*r2+a1_v*a1_v*r1*cos(a1-a2);
float den = r1 * (2*m1+m2-m2*cos(2*a1-2*a2));
float a1_a = (num1 + num2 + num3*num4) / den;
num1 = 2 * sin(a1-a2);
num2 = (a1_v*a1_v*r1*(m1+m2));
num3 = g * (m1 + m2) * cos(a1);
num4 = a2_v*a2_v*r2*m2*cos(a1-a2);
den = r2 * (2*m1+m2-m2*cos(2*a1-2*a2));
float a2_a = (num1*(num2+num3+num4)) / den;
translate(cx, cy);
stroke(0);
strokeWeight(2);
float x1 = r1 * sin(a1);
float y1 = r1 * cos(a1);
float x2 = 0;
float y2 = 0;
if(mousePressed){
x2 = mouseX - cx;
y2 = mouseY - cy;
}else{
x2 = x1 + r2 * sin(a2);
y2 = y1 + r2 * cos(a2);
}
line(0, 0, x1, y1);
fill(0);
ellipse(x1, y1, m1, m1);
line(x1, y1, x2, y2);
fill(0);
ellipse(x2, y2, m2, m2);
a1_v += a1_a;
a2_v += a2_a;
a1 += a1_v;
a2 += a2_v;
// a1_v *= 0.99;
// a2_v *= 0.99;
canvas.beginDraw();
//canvas.background(0, 1);
canvas.translate(cx, cy);
canvas.stroke(0);
if (frameCount > 1) {
canvas.line(px2, py2, x2, y2);
}
canvas.endDraw();
px2 = x2;
py2 = y2;
}
请记住,这只会使您直观地拖动第二个球,而完全忽略了模拟。释放鼠标后,模拟将恢复。如果您确实想从头到尾影响模拟,则需要进行数学计算(本例中的第32-44行)。