我使用牛顿方程使我目前正在研究的这个程序中的球在相互碰撞时被“分开”,但有时它们会相互卡住,这会造成很多麻烦。
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这是我的代码:
<center>
<canvas id="canvas" style="border: 2px solid black; cursor: crosshair;" width="1000" height="500"></canvas>
</center>
<script>
var canvas = document.getElementById("canvas")
var ctx = canvas.getContext("2d")
var w = canvas.width
var h = canvas.height
var ball = []
var gravity = 0.3
var force = 0.2
var mouse = {
d: false,
x1: 0,
y1: 0,
x2: 0,
y2: 0,
}
window.onmousedown = function(e) {
mouse.d = true
mouse.x1 = mouse.x2 = e.pageX - canvas.getBoundingClientRect().left
mouse.y1 = mouse.y2 = e.pageY - canvas.getBoundingClientRect().top
}
window.onmousemove = function(e) {
if (mouse.d) {
mouse.x2 = e.pageX - canvas.getBoundingClientRect().left
mouse.y2 = e.pageY - canvas.getBoundingClientRect().top
} else {
mouse.x1 = mouse.x2 = e.pageX - canvas.getBoundingClientRect().left
mouse.y1 = mouse.y2 = e.pageY - canvas.getBoundingClientRect().top
}
}
window.onmouseup = function() {
if (mouse.d) {
mouse.d = false
var dx = (mouse.x1 - mouse.x2);
var dy = (mouse.y1 - mouse.y2);
var mag = Math.sqrt(dx * dx + dy * dy);
ball.push({
x: mouse.x1,
y: mouse.y1,
r: Math.floor(Math.random() * 20) + 10,
vx: dx / mag * -(mag * force),
vy: dy / mag * -(mag * force),
b: 0.7,
})
}
}
document.onselectstart = function() {return false}
document.oncontextmenu = function() {return false}
setInterval(update, 1000 / 60)
function update() {
ctx.clearRect(0, 0, w, h)
ctx.beginPath()
ctx.moveTo(mouse.x1, mouse.y1)
ctx.lineTo(mouse.x2, mouse.y2)
ctx.stroke()
ctx.closePath()
for (i = 0; i < ball.length; i++) {
ball[i].vy += gravity
ball[i].x += ball[i].vx
ball[i].y += ball[i].vy
if (ball[i].x > w - ball[i].r) {
ball[i].x = w - ball[i].r
ball[i].vx *= -ball[i].b
}
if (ball[i].x < ball[i].r) {
ball[i].x = ball[i].r
ball[i].vx *= -ball[i].b
}
if (ball[i].y > h - ball[i].r) {
ball[i].y = h - ball[i].r
ball[i].vy *= -ball[i].b
}
if (ball[i].y < ball[i].r) {
ball[i].y = ball[i].r
ball[i].vy *= -ball[i].b
}
for (j = i + 1; j < ball.length; j++) {
var dx = ball[i].x - ball[j].x
var dy = ball[i].y - ball[j].y
var dist = Math.sqrt(dx * dx + dy * dy)
if (Math.abs(dx) + Math.abs(dy) != 0 && dist <= ball[i].r + ball[j].r) {
var angle = Math.atan2(dy, dx)
var sp1 = Math.sqrt(ball[i].vx*ball[i].vx + ball[i].vy*ball[i].vy);
var sp2 = Math.sqrt(ball[j].vx*ball[j].vx + ball[j].vy*ball[j].vy);
var dir1 = Math.atan2(ball[i].vy, ball[i].vx);
var dir2 = Math.atan2(ball[j].vy, ball[j].vx);
var vx1 = sp1 * Math.cos(dir1 - angle);
var vy1 = sp1 * Math.sin(dir1 - angle);
var vx2 = sp2 * Math.cos(dir2 - angle);
var vy2 = sp2 * Math.sin(dir2 - angle);
var fvx1 = ((ball[i].r - ball[j].r) * vx1 + (2 * ball[j].r) * vx2) / (ball[i].r + ball[j].r);
var fvx2 = ((2 * ball[i].r) * vx1 + (ball[j].r - ball[i].r) * vx2) / (ball[i].r + ball[j].r);
var fvy1 = vy1;
var fvy2 = vy2;
ball[i].vx = Math.cos(angle) * fvx1 + Math.cos(angle + Math.PI/2) * fvy1;
ball[i].vy = Math.sin(angle) * fvx1 + Math.sin(angle + Math.PI/2) * fvy1;
ball[j].vx = Math.cos(angle) * fvx2 + Math.cos(angle + Math.PI/2) * fvy2;
ball[j].vy = Math.sin(angle) * fvx2 + Math.sin(angle + Math.PI/2) * fvy2;
}
}
ctx.beginPath()
ctx.arc(ball[i].x, ball[i].y, ball[i].r, 0, Math.PI * 2, false)
ctx.fillStyle = "black"
ctx.fill()
ctx.closePath()
}
}
</script>
当你产生了很多球并且它们的速度很快时,就会发生这种情况:
为什么?有谁知道我该如何解决这个问题?