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我已经将冲突解决的线性分量降低得比较好,但是我无法弄清楚如何对角坐标进行同样的处理。根据我的阅读,它类似于... torque
= point of collision
x linear velocity
。 (跨产品)我尝试将example I found合并到我的代码中,但是当对象碰撞时,我实际上根本看不到任何旋转。另一个小提琴与分离轴定理和角速度计算的基本实现完美配合。这是我想出的...
属性定义(方向,角速度和角加速度):
rotation: 0,
angularVelocity: 0,
angularAcceleration: 0
var pivotA = this.vector(bodyA.x, bodyA.y);
bodyA.angularVelocity = 1 * 0.2 * (bodyA.angularVelocity / Math.abs(bodyA.angularVelocity)) * pivotA.subtract(isCircle ? pivotA.add(bodyA.radius) : {
x: pivotA.x + boundsA.width,
y: pivotA.y + boundsA.height
}).vCross(bodyA.velocity);
var pivotB = this.vector(bodyB.x, bodyB.y);
bodyB.angularVelocity = 1 * 0.2 * (bodyB.angularVelocity / Math.abs(bodyB.angularVelocity)) * pivotB.subtract(isCircle ? pivotB.add(bodyB.radius) : {
x: pivotB.x + boundsB.width,
y: pivotB.y + boundsB.height
}).vCross(bodyB.velocity);
var torque = 0;
torque += core.objects[o].angularVelocity * -1;
core.objects[o].angularAcceleration = torque / core.objects[o].momentOfInertia();
core.objects[o].angularVelocity += core.objects[o].angularAcceleration;
core.objects[o].rotation += core.objects[o].angularVelocity;
return this.mass * this.radius * this.radius / 2;
_bodyA.angularVelocity = direction.vCross(_bodyA.velocity) / (isCircle ? _bodyA.radius : boundsA.width);
_bodyB.angularVelocity = direction.vCross(_bodyB.velocity) / (isCircle ? _bodyB.radius : boundsB.width);
direction
指的是“碰撞正常”。
最佳答案
力 vector 引起的角加速度和线性加速度
由于施加的力而产生的角加速度和方向加速度是同一事物的两个组成部分,不能分开。要得到一个,您需要同时解决。
定义计算
从简单的物理学和站在肩膀上,我们了解以下内容。
F is force (equivalent to inertia)
Fv is linear force
Fa is angular force
a is acceleration could be linear or rotational depending on where it is used
v is velocity. For angular situations it is the tangential component only
m is mass
r is radius
F = m * v
m = F / v
v = F / m
F = r * r * m * (v / r) and simplify F = r * m * v
m = F / ( r * v )
v = F / ( r * m )
r = F / ( v * m )
a
加速度和
v
速度互换以给出以下所有公式
F = m * a
m = F / a
a = F / m
F = r * m * a
m = F / ( r * a )
a = F / ( r * m )
r = F / ( a * m )
a1 = F / m
a2 = F / ( r * m )
a1
是每帧2的像素加速度,而
a2
是每帧2的弧度加速度(帧平方只是表示它是加速度)
function polarToCart(pVec, retV = {x : 0, y : 0}) {
retV.x = Math.cos(pVec.dir) * pVec.mag;
retV.y = Math.sin(pVec.dir) * pVec.mag;
return retV;
}
function cartToPolar(vec, retV = {dir : 0, mag : 0}) {
retV.dir = Math.atan2(vec.y, vec.x);
retV.mag = Math.hypot(vec.x, vec.y);
return retV;
}
function polar(mag = 1, dir = 0) {
return validatePolar({dir : dir,mag : mag});
}
function vector(x = 1, y = 0) {
return {x : x, y : y};
}
function isPolar(vec) {
if (vec.mag !== undefined && vec.dir !== undefined) {return true;}
return false;
}
function isCart(vec) {
if (vec.x !== undefined && vec.y !== undefined) {return true;}
return false;
}
function asPolar(vec){
if(isCart(vec)){ return cartToPolar(vec); }
if(vec.mag < 0){
vec.mag = - vec.mag;
vec.dir += PI;
}
return { dir : vec.dir, mag : vec.mag };
}
function asCart(vec){
if(isPolar(vec)){ return polarToCart(vec); }
return { x : vec.x, y : vec.y};
}
function validatePolar(vec) {
if (isPolar(vec)) {
if (vec.mag < 0) {
vec.mag = - vec.mag;
vec.dir += PI;
}
}
return vec;
}
function createBox(x,y,w,h){
var box = {
x : x, // pos
y : y,
r : 0.1, // its rotation AKA orientation or direction in radians
h : h, // its height
w : w, // its width
dx : 0, // delta x in pixels per frame 1/60th second
dy : 0, // delta y
dr : 0.0, // deltat rotation in radians per frame 1/60th second
mass : w * h, // mass in things
update :function(){
this.x += this.dx;
this.y += this.dy;
this.r += this.dr;
},
}
return box;
}
var force = polar(100,0); // create a force 100 units to the right (0 radians)
var location = vector(canvas.width/2, canvas.height/2); // defines a point in the middle of the canvas
var l1 = vector(canvas.width/2, canvas.height/2); // defines a point in the middle of the canvas
var l2 = vector(100,100);
var direction = asPolar(vector(l2.x - l1.x, l2.y - l1.y)); // get the direction as polar vector
direction
现在具有从 Canvas 中心到点(100,100)的方向以及距离。
var force = polar(100,0); // the force
var forceLoc = vector(50,50); // the location the force is applied
var direction2Center = asPolar(vector(box.x - forceLoc.x, box.y - forceLoc.y)); // get the direction as polar vector
var pheta = direction2Center - force.dir; // get the angle between the force and object center
var F = force.mag; // get the force magnitude
var Fv = Math.cos(pheta) * F; // get the linear force
var Fa = Math.sin(pheta) * F; // get the angular force
accelV = Fv / box.mass; // linear acceleration in pixels
accelA = Fa / (box.mass * direction2Center.mag); // angular acceleration in radians
var forceV = polar(Fv, direction2Center);
forceV = asCart(forceV);
box.dx += forceV.x;
box.dy += forceV.y;
box.dr += accelA;
box.applyForce = applyForce; // bind function to the box;
box.applyForce(force, locationOfForce);
function applyForce(force, loc){ // force is a vector, loc is a coordinate
var toCenter = asPolar(vector(this.x - loc.x, this.y - loc.y)); // get the vector to the center
var pheta = toCenter.dir - force.dir; // get the angle between the force and the line to center
var Fv = Math.cos(pheta) * force.mag; // Split the force into the velocity force along the line to the center
var Fa = Math.sin(pheta) * force.mag; // and the angular force at the tangent to the line to the center
var accel = asPolar(toCenter); // copy the direction to center
accel.mag = Fv / this.mass; // now use F = m * a in the form a = F/m to get acceleration
var deltaV = asCart(accel); // convert acceleration to cartesian
this.dx += deltaV.x // update the box delta V
this.dy += deltaV.y //
var accelA = Fa / (toCenter.mag * this.mass); // for the angular component get the rotation
// acceleration from F=m*a*r in the
// form a = F/(m*r)
this.dr += accelA;// now add that to the box delta r
}
applyForce
函数有关。与重力和弹跳有关的东西仅是非常差的近似值,不应将其用于任何物理类型的东西,因为它们不节省能量。
const PI90 = Math.PI / 2;
const PI = Math.PI;
const PI2 = Math.PI * 2;
const INSET = 10; // playfeild inset
const ARROW_SIZE = 6
const SCALE_VEC = 10;
const SCALE_FORCE = 0.15;
const LINE_W = 2;
const LIFE = 12;
const FONT_SIZE = 20;
const FONT = "Arial Black";
const WALL_NORMS = [PI90,PI,-PI90,0]; // dirction of the wall normals
var box = createBox(200, 200, 50, 100);
box.applyForce = applyForce; // Add this function to the box
// render / update function
var mouse = (function(){
function preventDefault(e) { e.preventDefault(); }
var i;
var mouse = {
x : 0, y : 0,buttonRaw : 0,
bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
mouseEvents : "mousemove,mousedown,mouseup".split(",")
};
function mouseMove(e) {
var t = e.type, m = mouse;
m.x = e.offsetX; m.y = e.offsetY;
if (m.x === undefined) { m.x = e.clientX; m.y = e.clientY; }
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1];
} else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2];}
e.preventDefault();
}
mouse.start = function(element = document){
if(mouse.element !== undefined){ mouse.removeMouse();}
mouse.element = element;
mouse.mouseEvents.forEach(n => { element.addEventListener(n, mouseMove); } );
}
mouse.remove = function(){
if(mouse.element !== undefined){
mouse.mouseEvents.forEach(n => { mouse.element.removeEventListener(n, mouseMove); } );
mouse.element = undefined;
}
}
return mouse;
})();
var canvas,ctx;
function createCanvas(){
canvas = document.createElement("canvas");
canvas.style.position = "absolute";
canvas.style.left = "0px";
canvas.style.top = "0px";
canvas.style.zIndex = 1000;
document.body.appendChild(canvas);
}
function resizeCanvas(){
if(canvas === undefined){
createCanvas();
}
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx = canvas.getContext("2d");
if(box){
box.w = canvas.width * 0.10;
box.h = box.w * 2;
box.mass = box.w * box.h;
}
}
window.addEventListener("resize",resizeCanvas);
resizeCanvas();
mouse.start(canvas)
var tempVecs = [];
function addTempVec(v,vec,col,life = LIFE,scale = SCALE_VEC){tempVecs.push({v:v,vec:vec,col:col,scale:scale,life:life,sLife:life});}
function drawTempVecs(){
for(var i = 0; i < tempVecs.length; i ++ ){
var t = tempVecs[i]; t.life -= 1;
if(t.life <= 0){tempVecs.splice(i, 1); i--; continue}
ctx.globalAlpha = (t.life / t.sLife)*0.25;
drawVec(t.v, t.vec ,t.col, t.scale)
}
}
function drawVec(v,vec,col,scale = SCALE_VEC){
vec = asPolar(vec)
ctx.setTransform(1,0,0,1,v.x,v.y);
var d = vec.dir;
var m = vec.mag;
ctx.rotate(d);
ctx.beginPath();
ctx.lineWidth = LINE_W;
ctx.strokeStyle = col;
ctx.moveTo(0,0);
ctx.lineTo(m * scale,0);
ctx.moveTo(m * scale-ARROW_SIZE,-ARROW_SIZE);
ctx.lineTo(m * scale,0);
ctx.lineTo(m * scale-ARROW_SIZE,ARROW_SIZE);
ctx.stroke();
}
function drawText(text,x,y,font,size,col){
ctx.font = size + "px "+font;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.setTransform(1,0,0,1,x,y);
ctx.globalAlpha = 1;
ctx.fillStyle = col;
ctx.fillText(text,0,0);
}
function createBox(x,y,w,h){
var box = {
x : x, // pos
y : y,
r : 0.1, // its rotation AKA orientation or direction in radians
h : h, // its height, and I will assume that its depth is always equal to its height
w : w, // its width
dx : 0, // delta x in pixels per frame 1/60th second
dy : 0, // delta y
dr : 0.0, // deltat rotation in radians per frame 1/60th second
getDesc : function(){
var vel = Math.hypot(this.dx ,this.dy);
var radius = Math.hypot(this.w,this.h)/2
var rVel = Math.abs(this.dr * radius);
var str = "V " + (vel*60).toFixed(0) + "pps ";
str += Math.abs(this.dr * 60 * 60).toFixed(0) + "rpm ";
str += "Va " + (rVel*60).toFixed(0) + "pps ";
return str;
},
mass : function(){ return (this.w * this.h * this.h)/1000; }, // mass in K things
draw : function(){
ctx.globalAlpha = 1;
ctx.setTransform(1,0,0,1,this.x,this.y);
ctx.rotate(this.r);
ctx.fillStyle = "#444";
ctx.fillRect(-this.w/2, -this.h/2, this.w, this.h)
ctx.strokeRect(-this.w/2, -this.h/2, this.w, this.h)
},
update :function(){
this.x += this.dx;
this.y += this.dy;
this.dy += 0.061; // alittle gravity
this.r += this.dr;
},
getPoint : function(which){
var dx,dy,x,y,xx,yy,velocityA,velocityT,velocity;
dx = Math.cos(this.r);
dy = Math.sin(this.r);
switch(which){
case 0:
x = -this.w /2;
y = -this.h /2;
break;
case 1:
x = this.w /2;
y = -this.h /2;
break;
case 2:
x = this.w /2;
y = this.h /2;
break;
case 3:
x = -this.w /2;
y = this.h /2;
break;
case 4:
x = this.x;
y = this.y;
}
var xx,yy;
xx = x * dx + y * -dy;
yy = x * dy + y * dx;
var details = asPolar(vector(xx, yy))
xx += this.x;
yy += this.y;
velocityA = polar(details.mag * this.dr, details.dir + PI90);
velocityT = vectorAdd(velocity = vector(this.dx, this.dy), velocityA);
return {
velocity : velocity, // only directional
velocityT : velocityT, // total
velocityA : velocityA, // angular only
pos : vector(xx, yy),
radius : details.mag,
}
},
}
box.mass = box.mass(); // Mass remains the same so just set it with its function
return box;
}
// calculations can result in a negative magnitude though this is valide for some
// calculations this results in the incorrect vector (reversed)
// this simply validates that the polat vector has a positive magnitude
// it does not change the vector just the sign and direction
function validatePolar(vec){
if(isPolar(vec)){
if(vec.mag < 0){
vec.mag = - vec.mag;
vec.dir += PI;
}
}
return vec;
}
// converts a vector from polar to cartesian returning a new one
function polarToCart(pVec, retV = {x : 0, y : 0}){
retV.x = Math.cos(pVec.dir) * pVec.mag;
retV.y = Math.sin(pVec.dir) * pVec.mag;
return retV;
}
// converts a vector from cartesian to polar returning a new one
function cartToPolar(vec, retV = {dir : 0, mag : 0}){
retV.dir = Math.atan2(vec.y,vec.x);
retV.mag = Math.hypot(vec.x,vec.y);
return retV;
}
function polar (mag = 1, dir = 0) { return validatePolar({dir : dir, mag : mag}); } // create a polar vector
function vector (x= 1, y= 0) { return {x: x, y: y}; } // create a cartesian vector
function isPolar (vec) { if(vec.mag !== undefined && vec.dir !== undefined) { return true; } return false; }// returns true if polar
function isCart (vec) { if(vec.x !== undefined && vec.y !== undefined) { return true; } return false; }// returns true if cartesian
// copy and converts an unknown vec to polar if not already
function asPolar(vec){
if(isCart(vec)){ return cartToPolar(vec); }
if(vec.mag < 0){
vec.mag = - vec.mag;
vec.dir += PI;
}
return { dir : vec.dir, mag : vec.mag };
}
// copy and converts an unknown vec to cart if not already
function asCart(vec){
if(isPolar(vec)){ return polarToCart(vec); }
return { x : vec.x, y : vec.y};
}
// normalise makes a vector a unit length and returns it as a cartesian
function normalise(vec){
var vp = asPolar(vec);
vap.mag = 1;
return asCart(vp);
}
function vectorAdd(vec1, vec2){
var v1 = asCart(vec1);
var v2 = asCart(vec2);
return vector(v1.x + v2.x, v1.y + v2.y);
}
// This splits the vector (polar or cartesian) into the components along dir and the tangent to that dir
function vectorComponentsForDir(vec,dir){
var v = asPolar(vec); // as polar
var pheta = v.dir - dir;
var Fv = Math.cos(pheta) * v.mag;
var Fa = Math.sin(pheta) * v.mag;
var d1 = dir;
var d2 = dir + PI90;
if(Fv < 0){
d1 += PI;
Fv = -Fv;
}
if(Fa < 0){
d2 += PI;
Fa = -Fa;
}
return {
along : polar(Fv,d1),
tangent : polar(Fa,d2)
};
}
function doCollision(pointDetails, wallIndex){
var vv = asPolar(pointDetails.velocity); // Cartesian V make sure the velocity is in cartesian form
var va = asPolar(pointDetails.velocityA); // Angular V make sure the velocity is in cartesian form
var vvc = vectorComponentsForDir(vv, WALL_NORMS[wallIndex])
var vac = vectorComponentsForDir(va, WALL_NORMS[wallIndex])
vvc.along.mag *= 1.18; // Elastic collision requiers that the two equal forces from the wall
vac.along.mag *= 1.18; // against the box and the box against the wall be summed.
// As the wall can not move the result is that the force is twice
// the force the box applies to the wall (Yes and currently force is in
// velocity form untill the next line)
vvc.along.mag *= box.mass; // convert to force
//vac.along.mag/= pointDetails.radius
vac.along.mag *= box.mass
vvc.along.dir += PI; // force is in the oppisite direction so turn it 180
vac.along.dir += PI; // force is in the oppisite direction so turn it 180
// split the force into components based on the wall normal. One along the norm the
// other along the wall
vvc.tangent.mag *= 0.18; // add friction along the wall
vac.tangent.mag *= 0.18;
vvc.tangent.mag *= box.mass //
vac.tangent.mag *= box.mass
vvc.tangent.dir += PI; // force is in the oppisite direction so turn it 180
vac.tangent.dir += PI; // force is in the oppisite direction so turn it 180
// apply the force out from the wall
box.applyForce(vvc.along, pointDetails.pos)
// apply the force along the wall
box.applyForce(vvc.tangent, pointDetails.pos)
// apply the force out from the wall
box.applyForce(vac.along, pointDetails.pos)
// apply the force along the wall
box.applyForce(vac.tangent, pointDetails.pos)
//addTempVec(pointDetails.pos, vvc.tangent, "red", LIFE, 10)
//addTempVec(pointDetails.pos, vac.tangent, "red", LIFE, 10)
}
function applyForce(force, loc){ // force is a vector, loc is a coordinate
validatePolar(force); // make sure the force is a valid polar
// addTempVec(loc, force,"White", LIFE, SCALE_FORCE) // show the force
var l = asCart(loc); // make sure the location is in cartesian form
var toCenter = asPolar(vector(this.x - l.x, this.y - l.y));
var pheta = toCenter.dir - force.dir;
var Fv = Math.cos(pheta) * force.mag;
var Fa = Math.sin(pheta) * force.mag;
var accel = asPolar(toCenter); // copy the direction to center
accel.mag = Fv / this.mass; // now use F = m * a in the form a = F/m
var deltaV = asCart(accel); // convert it to cartesian
this.dx += deltaV.x // update the box delta V
this.dy += deltaV.y
var accelA = Fa / (toCenter.mag * this.mass); // for the angular component get the rotation
// acceleration
this.dr += accelA;// now add that to the box delta r
}
// make a box
ctx.globalAlpha = 1;
var lx,ly;
function update(){
// clearLog();
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.lineWidth = 1;
ctx.strokeStyle = "black";
ctx.fillStyle = "#888";
ctx.fillRect(INSET, INSET, canvas.width - INSET * 2, canvas.height - INSET * 2);
ctx.strokeRect(INSET, INSET, canvas.width - INSET * 2, canvas.height - INSET * 2);
ctx.lineWidth = 2;
ctx.strokeStyle = "black";
box.update();
box.draw();
if(mouse.buttonRaw & 1){
var force = asPolar(vector(mouse.x - lx, mouse.y - ly));
force.mag *= box.mass * 0.1;
box.applyForce(force,vector(mouse.x, mouse.y))
addTempVec(vector(mouse.x, mouse.y), asPolar(vector(mouse.x - lx, mouse.y - ly)), "Cyan", LIFE, 5);
}
lx = mouse.x;
ly = mouse.y;
for(i = 0; i < 4; i++){
var p = box.getPoint(i);
// only do one collision per frame or we will end up adding energy
if(p.pos.x < INSET){
box.x += (INSET) - p.pos.x;
doCollision(p,3)
}else
if( p.pos.x > canvas.width-INSET){
box.x += (canvas.width - INSET) - p.pos.x;
doCollision(p,1)
}else
if(p.pos.y < INSET){
box.y += (INSET) -p.pos.y;
doCollision(p,0)
}else
if( p.pos.y > canvas.height-INSET){
box.y += (canvas.height - INSET) -p.pos.y;
doCollision(p,2)
}
drawVec(p.pos,p.velocity,"blue")
}
drawTempVecs();
ctx.globalAlpha = 1;
drawText(box.getDesc(),canvas.width/2,FONT_SIZE,FONT,FONT_SIZE,"black");
drawText("Click drag to apply force to box",canvas.width/2,FONT_SIZE +17,FONT,14,"black");
requestAnimationFrame(update)
}
update();
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我有数字特征观察 V1通过 V12用于目标变量 Wavelength .我想计算 Vx 之间的 RMSE列。数据格式如下。 每个变量“Vx”以 5 分钟的间隔进行测量。我想计算所有 Vx 变量的观测值
我正在寻找一种使用 C 语言计算文件中未知字符数的简单方法。谢谢你的帮助 最佳答案 POSIX 方式(可能是您想要的方式): off_t get_file_length( FILE *file ) {
我正在使用 Postgres,并且我正试图围绕如何在连续日期跨度中得出第一个开始日期的问题进行思考。例如 :- ID | Start Date | End Date =================
我有一个订单表格,我在其中使用 jQuery 计算插件来汇总总数。 此求和工作正常,但生成的“总和”存在问题。总之,我希望用逗号替换任何点。 代码的基础是; function ($this) {
我在使用 double 变量计算简单算术方程时遇到问题。 我有一个具有 double 属性 Value 的组件,我将此属性设置为 100。 然后我做一个简单的减法来检查这个值是否真的是 100: va
我在这里看到了一些关于 CRC 32 计算的其他问题。但没有一个让我满意,因此是这样。 openssl 库是否有任何用于计算 CRC32 的 api 支持?我已经在为 SHA1 使用 openssl,
当我在PHP日期计算中遇到问题时,我感到惊讶。 $add = '- 30 days'; echo date('Y-m-01', strtotime($add)); // result is 2017-
我正在使用 javascript 进行练习,我编写了这个脚本来计算 2 个变量的总和,然后在第三个方程中使用这个总和!关于如何完成这项工作的任何想法都将非常有用! First Number:
我有一个来自EAC的提示单和一个包含完整专辑的FLAC文件。 我正在尝试制作一些python脚本来播放文件,因为我需要能够设置在flac文件中开始的位置。 如何从CueSheet格式MM:SS:FF转
这个问题已经有答案了: Adding two numbers concatenates them instead of calculating the sum (24 个回答) 已关闭去年。 我有一个
4000 我需要上面字段 name="quantity" 和 id="price" 中的值,并使用 javascript 函数进行计算,并将其显示在字段 id= 中仅当我单击计算按钮时才显示“总
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