gpt4 book ai didi

javascript - Circle to Circle 碰撞响应未按预期工作

转载 作者:搜寻专家 更新时间:2023-10-30 21:00:10 26 4
gpt4 key购买 nike

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

弹性二维碰撞

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。

一个简单的解决方案。

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。

检测碰撞并定位。

   // 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;

如果一个是静态的

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

改变轨迹。

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。

Elasic 二维碰撞函数

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 obj1obj2 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/

26 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com