加速度计 - 滚球中的球 [英] Accelerometer - Rolling Ball in Ball
问题描述
我想使用手机加速度计来滚动球中的球.运动有效正确的,问题是当球击中墙时.我怎样才能顺利滚动球沿着大球内侧滑动的动画?
i want to use the phones accelerometer for rolling a Ball in a Ball. The movement works correctly, the problem is that when the ball hits the Wall. How can i get a smooth rolling animation that the ball slides along the inner side of the bigger ball?
这是我当前移动球和检查交叉点的代码:
This is my current code to move the Ball and check the intersection:
onSuccess: function(acceleration) {
var xPos = this.xPos + (-1 * (acceleration.x * 0.5));
var yPos = this.yPos + (acceleration.y * 0.5);
var intersect = this.intersection(xPos + 32,
yPos + 32,
32,
self.canvas.width * 0.5,
self.canvas.height * 0.5,
self.canvas.width * 0.5);
if (!intersect) {
this.yPos = yPos;
this.xPos = xPos;
}
this.cnv.clearRect(0.0, 0.0, this.canvas.width, this.canvas.height);
this.cnv.drawImage(this.target, this.xPos, this.yPos);
},
intersection: function(x0, y0, r0, x1, y1, r1) {
var a, dx, dy, d, h, rx, ry;
var x2, y2;
/* dx and dy are the vertical and horizontal distances between
* the circle centers.
*/
dx = x1 - x0;
dy = y1 - y0;
/* Determine the straight-line distance between the centers. */
d = Math.sqrt((dy*dy) + (dx*dx));
/* Check for solvability. */
if (d > (r0 + r1)) {
/* no solution. circles do not intersect. */
return false;
}
if (d < Math.abs(r0 - r1)) {
/* no solution. one circle is contained in the other */
return false;
}
/* 'point 2' is the point where the line through the circle
* intersection points crosses the line between the circle
* centers.
*/
/* Determine the distance from point 0 to point 2. */
a = ((r0*r0) - (r1*r1) + (d*d)) / (2.0 * d) ;
/* Determine the coordinates of point 2. */
x2 = x0 + (dx * a/d);
y2 = y0 + (dy * a/d);
/* Determine the distance from point 2 to either of the
* intersection points.
*/
h = Math.sqrt((r0*r0) - (a*a));
/* Now determine the offsets of the intersection points from
* point 2.
*/
rx = -dy * (h/d);
ry = dx * (h/d);
/* Determine the absolute intersection points. */
var xi = x2 + rx;
var xi_prime = x2 - rx;
var yi = y2 + ry;
var yi_prime = y2 - ry;
return [xi, xi_prime, yi, yi_prime];
}
};
感谢您的帮助:)
推荐答案
在滑动情况下使用参数圆方程
x=x0+r*cos(a)
y=y0+r*sin(a)
哪里:
x0,y0
是大圆心r = R0-R1
R0
是大圆半径R1
是小圆半径
x0,y0
is the big circle centerr = R0-R1
R0
is big circle radiusR1
is small circle radius
现在角度a
最简单的方法是放置a=gravity direction
所以:
the simplest would be to place a=gravity direction
so:
a=atanxy(acceleration.x,acceleration.y)
atanxy
是 atan2
,它是 4 象限的弧线.如果你没有它,请使用我的
the atanxy
is atan2
which is 4-quadrant arcus tangens. If you don't have it use mine
并校正坐标系的角度(可能否定和或添加一些 90 度倍数)
and correct the angle to your coordinate systems (maybe negate and or add some 90degree multiple)
[注释]
如果您在屏幕和设备加速度计之间有兼容的坐标系,那么只需将加速度矢量缩放到 |r|
的大小,然后添加 (x0,y0)
即可没有任何测角函数的相同结果......
If you have compatible coordinate systems between screen and device accelerometer then just scale acceleration vector to size |r|
and add (x0,y0)
to it and you have the same result without any goniometric function ...
为了正确模拟,请使用 D'ALember 方程 + 圆边界
所以 2D 运动非常简单:
so the 2D movement is pretty easy:
// in some timer with interval dt [sec]
velocity.x+=acceleration.x*dt;
velocity.y+=acceleration.y*dt;
position.x+=velocity.x*dt;
position.y+=velocity.y*dt;
现在 如果 (|position-big_circle_center|>big_circle_radius)
发生碰撞,所以当你不想要任何反弹(所有能量都被吸收)然后:
now if (|position-big_circle_center|>big_circle_radius)
an collision occurred so when you do not want any bounce (all energy was absorbed) then:
position-=big_circle_center;
position*=big_circle_radius/|position|;
position+=big_circle_center;
现在您需要移除径向速度并保留切线速度:
Now you need remove the radial speed and left just tangent speed:
normal=position-big_circle_center; // normal vector to surface
normal*=dot(velocity,normal); // this is the normal speed part
velocity-=normal; // now just tangential speed should be left
所以在这之后速度的切线(黄色)部分仍然存在......希望我没有忘记一些东西(比如制作单位向量或 +/- 某处......)
so after this just tangent (Yellow) part of velocity remains ... Hope I did not forget something (like make unit vector or +/- somewhere...)
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