所以我要跳进一个物理引擎。目前对撞机是球体和平面。我发现碰撞的深度和正常的接触点很容易,但对于我的生命,我不能把我的头围绕着能量的分布。
这些物体包含一个对撞机,一个质量,一个力矢量(速度*质量),一个弹性值(0没有弹跳,1次完全反弹)和一个摩擦值(0滑香肠,1个动量吸血),我搜索到地狱和背部,所有的东西都得到了1D和2D的简化,但我根本无法适应3D。
编辑:,我试着跟随这个页面:http://www.plasmaphysics.org.uk/collision3d.htm。这看起来很简单,但出于某种原因,我仍然没有弹力,弹性为1。
我的执行情况如下:
var v = new vec3(
(body.force.x + other.force.x) / totalMass,
(body.force.y + other.force.y) / totalMass,
(body.force.z + other.force.z) / totalMass
);
body.force.set(
((velA.x - v.x) * elasticity + v.x) * body.mass,
((velA.y - v.y) * elasticity + v.y) * body.mass,
((velA.z - v.z) * elasticity + v.z) * body.mass
);
other.force.set(
((velB.x - v.x) * elasticity + v.x) * other.mass,
((velB.y - v.y) * elasticity + v.y) * other.mass,
((velB.z - v.z) * elasticity + v.z) * other.mass
);关于弹性,我试着把两个身体的弹性相乘,得到它们的平均值;没有变化。
发布于 2015-08-08 16:27:59
因此,晚上睡一觉,思考一下,以及从N+物理解释页面上得到的巨大帮助--我把一些东西混在一起,虽然在物理上不一定准确,但为了调试,它被分成了许多变量,但我已经尽我最大的能力发表了评论。
//we have detected a collision between A) body B) other
//note: for the sake of making things easier to think about,
// anything moving into or along the collision normal is
// referred to as vertical, anything perpendicular to
// the collision normal, is referred to as horizontal.
//minimum translation required to resolve the collision
var mta = collision.normal.clone().multiplyScalar(collision.length);
//the total mass involved in the collision
var totalMass = body.mass + other.mass;
//the ratio of the mass belonging to body
var ratioA = body.mass / totalMass;
//the ratio of the mass belonging to other
var ratioB = other.mass / totalMass;
//the average elasticity of the collision
var elasticity = (body.elasticity + other.elasticity) / 2.0;
//the friction of the collision
//note: average works, but low values have strong effects,
// it is easier to work with if they are multiplied
var friction = body.friction * other.friction;
//the vertical force of body
var vertA = -body.force.clone().normalize().dot(collision.normal);
//the horizontal force of body
var horrA = 1.0 - Math.abs(vertA);
//the vertical force of other
var vertB = -other.force.clone().normalize().dot(collision.normal);
//the horizontal force of other
var horrB = 1.0 - Math.abs(vertB);
//the amount of force applied on body
var forceA = body.force.length();
//the amount of force applied on other
var forceB = other.force.length();
//the amount of vertical force applied on body
var vForceA = forceA * vertA;
//the amount of vertical force applied on other
var vForceB = forceB * vertB;
//the amount of horizontal force applied on body
var hForceA = forceA * horrA;
//the amount of horizontal force applied on other
var hForceB = forceB * horrB;
//the total vertical force of the collision
var verticalForce = (vForceA + vForceB) * elasticity;
//remove all vertical force from body
//resulting in a horizontal force vector
body.force.add(collision.normal.clone().multiplyScalar(forceA * vertA));
//apply friction to the horizontal force vector of body
body.force.add(body.force.clone().normalize().multiplyScalar(-friction * hForceA * body.imass));
//apply the new vertical force to body
body.force.add(collision.normal.clone().multiplyScalar(verticalForce * ratioA));
//remove all vertical force from other
//resulting in a horizontal force vector
other.force.add(collision.normal.clone().multiplyScalar(-forceB * vertB));
//apply friction to the horizontal force vector of other
other.force.add(other.force.clone().normalize().multiplyScalar(-friction * hForceB * other.imass));
//apply the new vertical force to other
other.force.add(collision.normal.clone().multiplyScalar(-verticalForce * ratioB));
//resolve collision taking into consideration mass
body.transform.position.sub(mta.clone().multiplyScalar(ratioA));
other.transform.position.add(mta.clone().multiplyScalar(ratioB));https://stackoverflow.com/questions/31882704
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