【发布时间】:2020-12-26 09:59:27
【问题描述】:
我正在尝试使用 Javascript 编写一个小型物理演示。我有多个球可以很好地相互反弹,但是当我尝试添加重力时出现问题。
我试图在它们撞击后保存动量,但是当我向每个动量添加恒定重力时,物理开始崩溃。
以下是我的代码:
class Ball {
constructor ({
x,
y,
vx,
vy,
radius,
color = 'red',
}) {
this.x = x
this.y = y
this.vx = vx
this.vy = vy
this.radius = radius
this.color = color
this.mass = 1
}
render (ctx) {
ctx.save()
ctx.fillStyle = this.color
ctx.strokeStyle = this.color
ctx.translate(this.x, this.y)
ctx.strokeRect(-this.radius, -this.radius, this.radius * 2, this.radius * 2)
ctx.beginPath()
ctx.arc(0, 0, this.radius, Math.PI * 2, false)
ctx.closePath()
ctx.fill()
ctx.restore()
return this
}
getBounds () {
return {
x: this.x - this.radius,
y: this.y - this.radius,
width: this.radius * 2,
height: this.radius * 2
}
}
}
const intersects = (rectA, rectB) => {
return !(rectA.x + rectA.width < rectB.x ||
rectB.x + rectB.width < rectA.x ||
rectA.y + rectA.height < rectB.y ||
rectB.y + rectB.height < rectA.y)
}
const checkWall = (ball) => {
const bounceFactor = 0.5
if (ball.x + ball.radius > canvas.width) {
ball.x = canvas.width - ball.radius
ball.vx *= -bounceFactor
}
if (ball.x - ball.radius < 0) {
ball.x = ball.radius
ball.vx *= -bounceFactor
}
if (ball.y + ball.radius > canvas.height) {
ball.y = canvas.height - ball.radius
ball.vy *= -1
}
if (ball.y - ball.radius < 0) {
ball.y = ball.radius
ball.vy *= -bounceFactor
}
}
const rotate = (x, y, sin, cos, reverse) => {
return {
x: reverse ? x * cos + y * sin : x * cos - y * sin,
y: reverse ? y * cos - x * sin : y * cos + x * sin
}
}
const checkCollision = (ball0, ball1, dt) => {
const dx = ball1.x - ball0.x
const dy = ball1.y - ball0.y
const dist = Math.sqrt(dx * dx + dy * dy)
const minDist = ball0.radius + ball1.radius
if (dist < minDist) {
//calculate angle, sine, and cosine
const angle = Math.atan2(dy, dx)
const sin = Math.sin(angle)
const cos = Math.cos(angle)
//rotate ball0's position
const pos0 = {x: 0, y: 0}
//rotate ball1's position
const pos1 = rotate(dx, dy, sin, cos, true)
//rotate ball0's velocity
const vel0 = rotate(ball0.vx, ball0.vy, sin, cos, true)
//rotate ball1's velocity
const vel1 = rotate(ball1.vx, ball1.vy, sin, cos, true)
//collision reaction
const vxTotal = (vel0.x - vel1.x)
vel0.x = ((ball0.mass - ball1.mass) * vel0.x + 2 * ball1.mass * vel1.x) /
(ball0.mass + ball1.mass)
vel1.x = vxTotal + vel0.x
const absV = Math.abs(vel0.x) + Math.abs(vel1.x)
const overlap = (ball0.radius + ball1.radius) - Math.abs(pos0.x - pos1.x)
pos0.x += vel0.x / absV * overlap
pos1.x += vel1.x / absV * overlap
//rotate positions back
const pos0F = rotate(pos0.x, pos0.y, sin, cos, false)
const pos1F = rotate(pos1.x, pos1.y, sin, cos, false)
//adjust positions to actual screen positions
ball1.x = ball0.x + pos1F.x
ball1.y = ball0.y + pos1F.y
ball0.x = ball0.x + pos0F.x
ball0.y = ball0.y + pos0F.y
//rotate velocities back
const vel0F = rotate(vel0.x, vel0.y, sin, cos, false)
const vel1F = rotate(vel1.x, vel1.y, sin, cos, false)
ball0.vx = vel0F.x
ball0.vy = vel0F.y
ball1.vx = vel1F.x
ball1.vy = vel1F.y
}
}
const canvas = document.createElement('canvas')
const ctx = canvas.getContext('2d')
let oldTime = 0
canvas.width = innerWidth
canvas.height = innerHeight
document.body.appendChild(canvas)
const log = document.getElementById('log')
const balls = new Array(36).fill(null).map(_ => new Ball({
x: Math.random() * innerWidth,
y: Math.random() * innerHeight,
vx: (Math.random() * 2 - 1) * 5,
vy: (Math.random() * 2 - 1) * 5,
radius: 20,
}))
requestAnimationFrame(updateFrame)
function updateFrame (ts) {
const dt = ts - oldTime
oldTime = ts
ctx.clearRect(0, 0, innerWidth, innerHeight)
for (let i = 0; i < balls.length; i++) {
const ball = balls[i]
// ADD GRAVITY HERE
ball.vy += 2
ball.x += ball.vx * (dt * 0.005)
ball.y += ball.vy * (dt * 0.005)
checkWall(ball)
}
for (let i = 0; i < balls.length; i++) {
const ball0 = balls[i]
for (let j = i + 1; j < balls.length; j++) {
const ball1 = balls[j]
// CHECK FOR COLLISIONS HERE
checkCollision(ball0, ball1, dt)
}
}
for (let i = 0; i < balls.length; i++) {
const ball = balls[i]
ball.render(ctx)
}
// const dist = ball2.x - ball1.x
// if (Math.abs(dist) < ball1.radius + ball2.radius) {
// const vxTotal = ball1.vx - ball2.vx
// ball1.vx = ((ball1.mass - ball2.mass) * ball1.vx + 2 * ball2.mass * ball2.vx) / (ball1.mass + ball2.mass)
// ball2.vx = vxTotal + ball1.vx
// ball1.x += ball1.vx
// ball2.x += ball2.vx
// }
// ball.vy += 0.5
// ball.x += ball.vx
// ball.y += ball.vy
//
// ball.render(ctx)
requestAnimationFrame(updateFrame)
}
* { margin: 0; padding: 0; }
如你所见,我有 checkCollision 辅助方法,它计算一个球与另一个球碰撞后的动能和新速度。我的更新循环如下所示:
// add velocities to balls position
// check if its hitting any wall and bounce it back
for (let i = 0; i < balls.length; i++) {
const ball = balls[i]
// Add constant gravity to the vertical velocity
// When balls stack up on each other at the bottom, the gravity is still applied and my
// "checkCollision" method freaks out and the physics start to explode
ball.vy += 0.8
ball.x += ball.vx * (dt * 0.005)
ball.y += ball.vy * (dt * 0.005)
checkWall(ball)
}
for (let i = 0; i < balls.length; i++) {
const ball0 = balls[i]
for (let j = i + 1; j < balls.length; j++) {
const ball1 = balls[j]
// Check collisions between two balls
checkCollision(ball0, ball1, dt)
}
}
// Finally render the ball on-screen
for (let i = 0; i < balls.length; i++) {
const ball = balls[i]
ball.render(ctx)
}
如何计算 aa 重力,同时防止球开始堆叠时物理爆炸?
似乎重力正在与“checkCollision”方法发生碰撞。 checkCollision 方法试图将它们移回原位,但恒定的重力会覆盖它并继续将它们拉下。
编辑:经过阅读,我了解到一些 Verlet 集成是有序的,但我很难理解它。
for (let i = 0; i < balls.length; i++) {
const ball = balls[i]
// This line needs to be converted to verlet motion?
ball.vy += 2
ball.x += ball.vx * (dt * 0.005)
ball.y += ball.vy * (dt * 0.005)
checkWall(ball)
}
【问题讨论】:
-
为什么需要重力?你需要摩擦。
-
@xehpuk 很公平,但我很难想象这会被翻译成代码。我相信罪魁祸首在于我在编辑中发布的最后一个代码 sn-p。你能告诉我应该改变什么吗?
-
不是解决方案,而是提示:重力不是问题的根源,它只是显示错误。要查看它,请移除重力并将您的
bounceFactor设置为1。不应添加或删除能量(因为您模拟弹性碰撞)。如果您注销总动能,您会看到它在波动,但应该是恒定的。console.log(balls.reduce((energy, ball) => energy + ball.kineticEnergy, 0))get kineticEnergy() { return 1 / 2 * this.mass * this.velocity }get velocity() { return Math.sqrt(this.vx ** 2 + this.vy ** 2) } -
你的动能不守恒的原因是你把二维碰撞当作一维碰撞。看看二维碰撞here (under "Elastic Collisions in Multiple Dimensions"或here的一些解释。
-
当一个球静止时(例如在地面上),它不应该获得速度,但是你每帧都增加速度(来自重力)。重力是力而不是速度,速度是物体上所有力的乘积。搁在地上的球有重力向下推,地面会向相反方向施加相等的力,净力为零,速度没有变化。您使用了有缺陷的位置分辨率,因此向不能移动的球增加速度会将部分速度传递给它所接触的球。
标签: javascript html5-canvas game-physics particle-system