- Java 双重比较
- java - 比较器与 Apache BeanComparator
- Objective-C 完成 block 导致额外的方法调用?
- database - RESTful URI 是否应该公开数据库主键?
我正在制作一个 HTML Canvas 演示,以了解有关圆到圆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正确。
该演示是使用 TypeScript 实现的,它是 JavaScript 的类型化超集,可转换为纯 JavaScript。
我认为问题存在于 Circle 类的 checkCollision 方法中,特别是计算新速度的数学问题。
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碰撞,碰撞响应似乎可以正常工作,但如果它从左侧接近,则不会正确响应。
我正在寻找一些关于如何修改 checkCollision 数学以正确处理来自任何 Angular 碰撞的指导。
这是用于现场演示和开发环境的 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);
最佳答案
问题很可能是因为球没有相互远离,然后在下一帧中它们仍然重叠并且情况变得更糟。我只是看代码的猜测。
在让两个球改变方向之前,您必须确保它们的位置正确。它们必须只是接触(没有重叠),否则它们会相互缠绕。
// 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,那么您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);
现在你已经正确分离了球,你可以计算新的轨迹
有多种方法可以做到这一点,但我最喜欢的一种是弹性碰撞。我从 Elastic collision in Two dimensional space 创建了一个函数wiki 源代码,并且已经在游戏中使用了一段时间。
函数和信息在底部的代码片段中。
接下来我将展示如何从上面的代码继续调用函数
// 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);
终于可以调用函数了
ellastic2DCollistionD(b1, b2, v1, v2, d1, d2, directOfContact, mass1, mass2);
它会正确设置两个球的增量。
沿着它们的增量移动球的位置是在碰撞函数之后完成的
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,您只需忽略增量。
源自信息 Elastic collision in Two dimensional space维基百科
// 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 刚刚意识到您正在使用 typeScript,并且上面的函数与类型无关。不关心 obj1
、obj2
类型,并将增量添加到您传递的任何对象。
您必须更改 typeScript 的函数。
关于javascript - Circle to Circle 碰撞响应未按预期工作,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/45910915/
我对java有点陌生,所以如果我犯了一个简单的错误,请原谅我,但我不确定我哪里出错了,我收到的错误是“预期的.class,预期的标识符,而不是声明, ';'预期的。”我尝试了不同的方法,并从这些方法中
This question already has answers here: chai test array equality doesn't work as expected (3个答案) 3年前
我正在学习 Java(对不起,我的英语很差,这不是我的母语),当我在 Eclipse (JavaSE-1.7) 中在我输入的每个“try”中执行“try-finally” block 时,会出现以下消
我收到两个错误,指出 token 上的语法错误,ConstructorHeaderName expected instead & token “(”上的语法错误,< expected 在线: mTM.
我找不到错误。 Eclipse 给我这个错误。每个 { } 都是匹配的。请帮忙。 Multiple markers at this line - Syntax error on token “)”,
代码: import java.awt.*; import javax.swing.*; import java.awt.event.*; public class DoubleIt extends
我正在用 python(Vs 代码)编写代码,但出现此错误: Expected ")" Pylance 错误发生在:def main() 我试着运行我的 main 并将它打印到我的屏幕上。我用谷歌搜
我正在尝试按照 documentation 中的建议使用异步函数。但我收到此错误 意外的 token ,预期 ( async function getMoviesFromApi() { try
Closed. This question does not meet Stack Overflow guidelines。它当前不接受答案。 想改善这个问题吗?更新问题,以便将其作为on-topic
Closed. This question does not meet Stack Overflow guidelines。它当前不接受答案。 想改善这个问题吗?更新问题,以便将其作为on-topic
第一行包含一个表示数组长度的整数p。第二行包含用空格分隔的整数,这些整数描述数组中的每个元素。第三行打印一个整数,指示负数组的数量。 package asgn3; import java.util.*
好的,我是初学者,我必须修复此 java 表达式语言代码才能在我的系统 (Windchill) 中工作,但看起来我在语法中遗漏了一些内容: LWCNormalizedObject lwc =
我无法编译我的程序! 我想我缺少一个花括号,但我怎么也看不出在哪里! import javax.swing.*; import java.awt.*;
我的 jQuery 代码有问题,我的 Firebug 向我发出警告:需要选择器。 这是代码: $("img[id$='_tick']").each(function() { $(this).c
我的新类(class) Fountainofyouth 遇到了问题。尝试构建整个项目后,调试器显示 warning: extended initializer lists only available
我已经从 Java 转向 CPP,并且正在努力围绕构造构造函数链进行思考,我认为这是我的问题的根源。 我的头文件如下: public: GuidedTour(); GuidedTour(string
鉴于以下 for(var i=0; i< data.cats.length; i++) list += buildCategories(data.cats[i]); jsLint 告诉我 Expect
我有这个 json,但 Visual Studio Code 在标题中给了我警告。 [ { "title": "Book A", "imageUrl": "https:
我正在尝试编写一个有条件地禁用四个特殊成员函数(复制构造、移动构造、复制赋值和移动赋值)的包装类,下面是我用于测试目的的快速草稿: enum class special_member : uint8_
所以我用 F# 编写了一个非常简单的程序,它应该对 1000 以下的所有 3 和 5 的倍数求和: [1..999] |> List.filter (fun x -> x % 3 = 0 || x %
我是一名优秀的程序员,十分优秀!