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javascript - 球互相弹开

转载 作者:行者123 更新时间:2023-12-02 02:57:53 27 4
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我正在编写这个脚本,其中 Canvas 中有 x 个弹跳球(在本例中为 20 个球)。我的问题是,如何让它们在撞击时相互弹开,以及在撞击黄色矩形时弹开?

var mycanvas =document.getElementById("mycanvas");
var ctx=mycanvas.getContext("2d");
var w=500,h=500;

mycanvas.height=h;
mycanvas.width=w;

var ball=[];

function Ball(x,y,r,c,vx,vy){
this.x=x; //starting x coordinate
this.y=y; //starting x coordinate
this.r=r; //radius
this.c=c; //color
this.vx=vx; // x direction speed
this.vy=vy; // y direction speed
this.update=function(){
ctx.beginPath();
ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false);
ctx.fillStyle = this.c;
ctx.fill();
ctx.closePath();
this.x += this.vx;
this.y += this.vy;
//changing direction on hitting wall
if(this.y>=(w-10)||this.y<=10){
this.vy=-this.vy;
}
if(this.x>=(h-10)||this.x<=10){
this.vx=-this.vx;
}
}
}

function clearCanvas(){
ctx.clearRect(0, 0, w, h);
}

var count;
for (count = 0; count < 20; count++) {
var rndColor=Math.floor((Math.random() * 9) + 1); //random color
ball[count]= new Ball(Math.floor((Math.random() * 490) + 1),Math.floor((Math.random() * 490)+1),5,'red',5,5);
}

function update(){
var i;
clearCanvas();
//draw rectangle
ctx.rect(250, 200, 10, 100);
ctx.fillStyle = 'yellow';
ctx.fill();

for(i=0;i<count;i++){
ball[i].update();
}
}

setInterval(update, 1000/60);

最佳答案

您可以使用多种方法。以下是最简单的方法。

更新

我添加了一个使用第二种方法的示例。请参阅底部的片段。

定义球

每个示例都是一个名为 Ball 的对象。

// x,y position of center, 
// vx,vy is velocity,
// r is radius defaults 45,
// m is mass defaults to the volume of the sphere of radius r
function Ball(x, y, vx, vy, r = 45, m = (4 / 3 * Math.PI * (r ** 3)) {
this.r = r;
this.m = m;
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
}
Ball.prototype = {
// add collision functions here
};

代码假设球相互接触。

弹性碰撞

所使用的逻辑可以在 wikis elastic collision 找到页面

计算将每个球的力分为两部分。 (2个球共4个)

  1. 沿着球之间的线传递能量,
  2. 沿碰撞点切线调整每个球的能量

质量相等

每个球的质量相同,这意味着能量的传递是平衡的,可以忽略

调用该函数后,每个球都有一个新的速度矢量。

请注意,如果您调用碰撞并且速度意味着球彼此远离(碰撞悖论),那么结果将使球彼此移动(分辨率悖论)

为了保持数学简单,矢量幅度u1u2u3u4被转换为球中心之间连线长度的单位(d 的平方根)

collide(b) {  // b is the ball that the collision is with
const a = this;
const x = a.x - b.x;
const y = a.y - b.y;
const d = x * x + y * y;

const u1 = (a.vx * x + a.vy * y) / d; // From this to b
const u2 = (x * a.vy - y * a.vx) / d; // Adjust self along tangent
const u3 = (b.vx * x + b.vy * y) / d; // From b to this
const u4 = (x * b.vy - y * b.vx) / d; // Adjust b along tangent

// set new velocities
b.vx = x * u1 - y * u4;
b.vy = y * u1 + x * u4;
a.vx = x * u3 - y * u2;
a.vy = y * u3 + x * u2;
},

不同的质量

每个球都有自己的质量,因此传输需要计算与传输的质量相关的能量。

只有沿着球之间的线传递的能量会受到质量差异的影响

collideMass(b) {
const a = this;
const m1 = a.m;
const m2 = b.m;
const x = a.x - b.x;
const y = a.y - b.y;
const d = x * x + y * y;

const u1 = (a.vx * x + a.vy * y) / d;
const u2 = (x * a.vy - y * a.vx) / d;
const u3 = (b.vx * x + b.vy * y) / d;
const u4 = (x * b.vy - y * b.vx) / d;

const mm = m1 + m2;
const vu3 = (m1 - m2) / mm * u1 + (2 * m2) / mm * u3;
const vu1 = (m2 - m1) / mm * u3 + (2 * m1) / mm * u1;

b.vx = x * vu1 - y * u4;
b.vy = y * vu1 + x * u4;
a.vx = x * vu3 - y * u2;
a.vy = y * vu3 + x * u2;
},

示例

简单的球碰撞示例。由线包围的球(注意线有外部和内部,如果从开始到结束看,内部在右侧)

帧之间的冲突已按时间顺序完全解决。使用的时间是一帧,其中0是前一帧,1是当前帧。

canvas.width = innerWidth -20;
canvas.height = innerHeight -20;
const ctx = canvas.getContext("2d");
const GRAVITY = 0;
const WALL_LOSS = 1;
const BALL_COUNT = 20; // approx as will not add ball if space can not be found
const MIN_BALL_SIZE = 13;
const MAX_BALL_SIZE = 20;
const VEL_MIN = 1;
const VEL_MAX = 5;
const MAX_RESOLUTION_CYCLES = 100;
Math.TAU = Math.PI * 2;
Math.rand = (min, max) => Math.random() * (max - min) + min;
Math.randI = (min, max) => Math.random() * (max - min) + min | 0; // only for positive numbers 32bit signed int
Math.randItem = arr => arr[Math.random() * arr.length | 0]; // only for arrays with length < 2 ** 31 - 1
// contact points of two circles radius r1, r2 moving along two lines (a,e)-(b,f) and (c,g)-(d,h) [where (,) is coord (x,y)]
Math.circlesInterceptUnitTime = (a, e, b, f, c, g, d, h, r1, r2) => { // args (x1, y1, x2, y2, x3, y3, x4, y4, r1, r2)
const A = a * a, B = b * b, C = c * c, D = d * d;
const E = e * e, F = f * f, G = g * g, H = h * h;
var R = (r1 + r2) ** 2;
const AA = A + B + C + F + G + H + D + E + b * c + c * b + f * g + g * f + 2 * (a * d - a * b - a * c - b * d - c * d - e * f + e * h - e * g - f * h - g * h);
const BB = 2 * (-A + a * b + 2 * a * c - a * d - c * b - C + c * d - E + e * f + 2 * e * g - e * h - g * f - G + g * h);
const CC = A - 2 * a * c + C + E - 2 * e * g + G - R;
return Math.quadRoots(AA, BB, CC);
}
Math.quadRoots = (a, b, c) => { // find roots for quadratic
if (Math.abs(a) < 1e-6) { return b != 0 ? [-c / b] : [] }
b /= a;
var d = b * b - 4 * (c / a);
if (d > 0) {
d = d ** 0.5;
return [0.5 * (-b + d), 0.5 * (-b - d)]
}
return d === 0 ? [0.5 * -b] : [];
}
Math.interceptLineBallTime = (x, y, vx, vy, x1, y1, x2, y2, r) => {
const xx = x2 - x1;
const yy = y2 - y1;
const d = vx * yy - vy * xx;
if (d > 0) { // only if moving towards the line
const dd = r / (xx * xx + yy * yy) ** 0.5;
const nx = xx * dd;
const ny = yy * dd;
return (xx * (y - (y1 + nx)) - yy * (x -(x1 - ny))) / d;
}
}
const balls = [];
const lines = [];
function Line(x1,y1,x2,y2) {
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
}
Line.prototype = {
draw() {
ctx.moveTo(this.x1, this.y1);
ctx.lineTo(this.x2, this.y2);
},
reverse() {
const x = this.x1;
const y = this.y1;
this.x1 = this.x2;
this.y1 = this.y2;
this.x2 = x;
this.y2 = y;
return this;
}
}

function Ball(x, y, vx, vy, r = 45, m = 4 / 3 * Math.PI * (r ** 3)) {
this.r = r;
this.m = m
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
}
Ball.prototype = {
update() {
this.x += this.vx;
this.y += this.vy;
this.vy += GRAVITY;
},
draw() {
ctx.moveTo(this.x + this.r, this.y);
ctx.arc(this.x, this.y, this.r, 0, Math.TAU);
},
interceptLineTime(l, time) {
const u = Math.interceptLineBallTime(this.x, this.y, this.vx, this.vy, l.x1, l.y1, l.x2, l.y2, this.r);
if(u >= time && u <= 1) {
return u;
}
},
checkBallBallTime(t, minTime) {
return t > minTime && t <= 1;
},
interceptBallTime(b, time) {
const x = this.x - b.x;
const y = this.y - b.y;
const d = (x * x + y * y) ** 0.5;
if(d > this.r + b.r) {
const times = Math.circlesInterceptUnitTime(
this.x, this.y,
this.x + this.vx, this.y + this.vy,
b.x, b.y,
b.x + b.vx, b.y + b.vy,
this.r, b.r
);
if(times.length) {
if(times.length === 1) {
if(this.checkBallBallTime(times[0], time)) { return times[0] }
return;
}
if(times[0] <= times[1]) {
if(this.checkBallBallTime(times[0], time)) { return times[0] }
if(this.checkBallBallTime(times[1], time)) { return times[1] }
return
}
if(this.checkBallBallTime(times[1], time)) { return times[1] }
if(this.checkBallBallTime(times[0], time)) { return times[0] }
}
}
},
collideLine(l, time) {
const x1 = l.x2 - l.x1;
const y1 = l.y2 - l.y1;
const d = (x1 * x1 + y1 * y1) ** 0.5;
const nx = x1 / d;
const ny = y1 / d;
const u = (this.vx * nx + this.vy * ny) * 2;
this.x += this.vx * time;
this.y += this.vy * time;
this.vx = (nx * u - this.vx) * WALL_LOSS;
this.vy = (ny * u - this.vy) * WALL_LOSS;
this.x -= this.vx * time;
this.y -= this.vy * time;
},
collide(b, time) {
const a = this;
const m1 = a.m;
const m2 = b.m;
const x = a.x - b.x
const y = a.y - b.y
const d = (x * x + y * y);
const u1 = (a.vx * x + a.vy * y) / d
const u2 = (x * a.vy - y * a.vx ) / d
const u3 = (b.vx * x + b.vy * y) / d
const u4 = (x * b.vy - y * b.vx ) / d
const mm = m1 + m2;
const vu3 = (m1 - m2) / mm * u1 + (2 * m2) / mm * u3;
const vu1 = (m2 - m1) / mm * u3 + (2 * m1) / mm * u1;
a.x = a.x + a.vx * time;
a.y = a.y + a.vy * time;
b.x = b.x + b.vx * time;
b.y = b.y + b.vy * time;
b.vx = x * vu1 - y * u4;
b.vy = y * vu1 + x * u4;
a.vx = x * vu3 - y * u2;
a.vy = y * vu3 + x * u2;
a.x = a.x - a.vx * time;
a.y = a.y - a.vy * time;
b.x = b.x - b.vx * time;
b.y = b.y - b.vy * time;
},
doesOverlap(ball) {
const x = this.x - ball.x;
const y = this.y - ball.y;
return (this.r + ball.r) > ((x * x + y * y) ** 0.5);
}
}

function canAdd(ball) {
for(const b of balls) {
if (ball.doesOverlap(b)) { return false }
}
return true;
}
function create(bCount) {
lines.push(new Line(-10, 10, ctx.canvas.width + 10, 5));
lines.push((new Line(-10, ctx.canvas.height - 2, ctx.canvas.width + 10, ctx.canvas.height - 10)).reverse());
lines.push((new Line(10, -10, 4, ctx.canvas.height + 10)).reverse());
lines.push(new Line(ctx.canvas.width - 3, -10, ctx.canvas.width - 10, ctx.canvas.height + 10));
while (bCount--) {
let tries = 100;
debugger
while (tries--) {
const dir = Math.rand(0, Math.TAU);
const vel = Math.rand(VEL_MIN, VEL_MAX);
const ball = new Ball(
Math.rand(MAX_BALL_SIZE + 10, canvas.width - MAX_BALL_SIZE - 10),
Math.rand(MAX_BALL_SIZE + 10, canvas.height - MAX_BALL_SIZE - 10),
Math.cos(dir) * vel,
Math.sin(dir) * vel,
Math.rand(MIN_BALL_SIZE, MAX_BALL_SIZE),
);
if (canAdd(ball)) {
balls.push(ball);
break;
}
}
}
}
function resolveCollisions() {
var minTime = 0, minObj, minBall, resolving = true, idx = 0, idx1, after = 0, e = 0;
while(resolving && e++ < MAX_RESOLUTION_CYCLES) { // too main ball may create very lone resolution cycle. e limits this
resolving = false;
minObj = undefined;
minBall = undefined;
minTime = 1;
idx = 0;
for(const b of balls) {
idx1 = idx + 1;
while(idx1 < balls.length) {
const b1 = balls[idx1++];
const time = b.interceptBallTime(b1, after);
if(time !== undefined) {
if(time <= minTime) {
minTime = time;
minObj = b1;
minBall = b;
resolving = true;
}
}
}
for(const l of lines) {
const time = b.interceptLineTime(l, after);
if(time !== undefined) {
if(time <= minTime) {
minTime = time;
minObj = l;
minBall = b;
resolving = true;
}
}
}
idx ++;
}
if(resolving) {
if (minObj instanceof Ball) {
minBall.collide(minObj, minTime);
} else {
minBall.collideLine(minObj, minTime);
}
after = minTime;
}
}
}
create(BALL_COUNT);
mainLoop();
function mainLoop() {
ctx.clearRect(0,0,ctx.canvas.width, ctx.canvas.height);
resolveCollisions();
for(const b of balls) { b.update() }
ctx.strokeStyle = "#000";
ctx.beginPath();
for(const b of balls) { b.draw() }
for(const l of lines) { l.draw() }
ctx.stroke();
requestAnimationFrame(mainLoop);
}
<canvas id="canvas"></canvas>

关于javascript - 球互相弹开,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/60727534/

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