所以我只是用 Raphael JS 做一个基本的轨道模拟器,我画一个圆圈作为“星”,另一个圆圈作为“行星”。它似乎工作得很好,一个障碍是随着模拟的继续,它的帧速率逐渐减慢,直到轨道运动不再显得流畅。这是代码(注意:仅使用 jQuery 来初始化页面):
$(function() {
var paper = Raphael(document.getElementById('canvas'), 640, 480);
var star = paper.circle(320, 240, 10);
var planet = paper.circle(320, 150, 5);
var starVelocity = [0,0];
var planetVelocity = [20.42,0];
var starMass = 3.08e22;
var planetMass = 3.303e26;
var gravConstant = 1.034e-18;
function calculateOrbit() {
var accx = 0;
var accy = 0;
accx = (gravConstant * starMass * ((star.attr('cx') - planet.attr('cx')))) / (Math.pow(circleDistance(), 3));
accy = (gravConstant * starMass * ((star.attr('cy') - planet.attr('cy')))) / (Math.pow(circleDistance(), 3));
planetVelocity[0] += accx;
planetVelocity[1] += accy;
planet.animate({cx: planet.attr('cx') + planetVelocity[0], cy: planet.attr('cy') + planetVelocity[1]}, 150, calculateOrbit);
paper.circle(planet.attr('cx'), planet.attr('cy'), 1); // added to 'trace' orbit
}
function circleDistance() {
return (Math.sqrt(Math.pow(star.attr('cx') - planet.attr('cx'), 2) + Math.pow(star.attr('cy') - planet.attr('cy'), 2)));
}
calculateOrbit();
});
无论如何,对我来说,该代码的任何部分都不会导致动画逐渐减慢到爬行,因此任何解决问题的帮助将不胜感激!