对于“平滑”运动,您要么保持速度恒定,要么保持加速度恒定,要么保持加速度恒定。这取决于你所说的“流畅”和“无聊”。让我们保持加速度不变。
从物理学的角度来看,你有这个约束
targetx - posx = speedx*life + 1/2accelx * life * life
targety - posy = speedy*life + 1/2accely * life * life
因为行驶的距离是v*t+1/2at^2
。求解未知加速度给出
accelx = (targetx - posx - speedx*life) / (1/2 * life * life)
accely = (targety - posy - speedy*life) / (1/2 * life * life)
(要使其快速工作,必须与时间采用相同的单位,例如“每滴答的像素数”,而寿命是“滴答”的数量。)
由于您使用euler 积分,这不会将粒子精确地带到目标上。但我怀疑这将是一个真正的问题。
奇迹般有效:
另一张照片,这次是不断的混蛋
jerkx = 6.0f*(targetx-x - speedx*life - 0.5f*accelx*life*life)/(life*life*life)
看起来曲线还有另一个弯...
Java 代码
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
@SuppressWarnings("serial")
public class TargetTest extends JPanel {
List<Particle> particles = new ArrayList<Particle>();
float tx, ty; // target position
public TargetTest() {
tx = 400;
ty = 400;
for (int i = 0; i < 50; i++)
particles.add(new Particle(tx / 2 + (float) (tx * Math.random()), ty / 2
+ (float) (ty * Math.random())));
this.setPreferredSize(new Dimension((int) tx * 2, (int) ty * 2));
}
@Override
protected void paintComponent(Graphics g1) {
Graphics2D g = (Graphics2D) g1;
g.setColor(Color.black);
// comment next line to draw curves
g.fillRect(0, 0, getSize().width, getSize().height);
for (Particle p : particles) {
p.update();
p.draw(g);
}
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
JFrame f = new JFrame("Particle tracking");
final TargetTest world = new TargetTest();
f.add(world);
// 1 tick every 50 msec
new Timer(50, new ActionListener() {
@Override
public void actionPerformed(ActionEvent arg0) {
world.repaint();
}
}).start();
f.pack();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setVisible(true);
}
});
}
class Particle {
float x, y;// position
float vx, vy;// speed
float ax, ay;// acceleration
float jx, jy;// jerk
int life; // life
float lastx, lasty;// previous position, needed to draw lines
int maxlife; // maxlife, needed for color
public Particle(float x, float y) {
this.x = x;
this.y = y;
// pick a random direction to go to
double angle = 2 * Math.PI * Math.random();
setVelocity(angle, 2);// 2 pixels per tick = 2 pixels per 50 msec = 40
// pixels per second
// the acceleration direction 'should' be close to being perpendicular to
// the speed,
// makes it look interesting, try commenting it if you don't believe me ;)
if (Math.random() < 0.5)
angle -= Math.PI / 2;
else
angle += Math.PI / 2;
// add some randomness
angle += (Math.random() - 0.5) * Math.PI / 10;
setAcceleration(angle, 0.1);
life = (int) (100 + Math.random() * 100);
maxlife = life;
lastx = x;
lasty = y;
}
public void setVelocity(double angle, double speed) {
vx = (float) (Math.cos(angle) * speed);
vy = (float) (Math.sin(angle) * speed);
}
public void setAcceleration(double angle, double speed) {
ax = (float) (Math.cos(angle) * speed);
ay = (float) (Math.sin(angle) * speed);
}
@SuppressWarnings("unused")
private void calcAcceleration(float tx, float ty) {
ax = 2 * (tx - x - vx * life) / (life * life);
ay = 2 * (ty - y - vy * life) / (life * life);
}
private void calcJerk(float tx, float ty) {
jx = 6.0f * (tx - x - vx * life - 0.5f * ax * life * life)
/ (life * life * life);
jy = 6.0f * (ty - y - vy * life - 0.5f * ay * life * life)
/ (life * life * life);
}
public void update() {
lastx = x;
lasty = y;
if (--life <= 0)
return;
// calculate jerk
calcJerk(tx, ty);
// or uncomment and calculate the acceleration instead
// calcAcceleration(tx,ty);
ax += jx;
ay += jy;// increase acceleration
vx += ax;
vy += ay;// increase speed
x += vx;
y += vy;// increase position
}
public void draw(Graphics2D g) {
if (life < 0)
return;
g.setColor(new Color(255 - 255 * life / maxlife,
255 * life / maxlife,0));
g.drawLine((int) x, (int) y, (int) lastx, (int) lasty);
}
}
}