刚体圆周运动 [英] Rigidbody circular movement
问题描述
我有一个2D球,该球具有一定的力并沿不确定的方向移动,所以我需要使用户在触摸屏幕时,球相对于当前方向相对于当前方向向右或向左或向右圆形移动.我该怎么办?
I have a 2D ball that has a force and moves in indeterminate direction, i need to make ball moves circular to right or left when user touches the screen, in relative to current direction without changing speed. How can i do that?
我尝试了这段代码,但是其他物理学无法影响球,因为我们直接更改了转换:
I tried this code, but other physics cannot affect the ball, because we are changing transform directly :
float angle = 0;
float radius = 1;
void FixedUpdate()
{
angle += speed * Time.deltaTime;
float x = center.x + Mathf.Cos(angle) * radius;
float y = center.y + Mathf.Sin(angle) * radius;
rigidbody.transform.position = new Vector3(x, y, 3);
}
推荐答案
就像物理学一样:
您的触摸位置有点像引力中心→以相同的幅度但以新的方向连续分配一个新方向,该方向与从中心到运动物体和旋转轴的矢量成90°角.
Your touch position is kind of a gravitation center → Continuously assign a new direction using the same magnitude but in a new direction which stands in a 90° angle to the vector from center to the moving object and the rotation axis.
在代码中看起来像
public class Example : MonoBehaviour
{
[SerializeField] private Rigidbody2D rb;
[SerializeField] private Camera _camera;
[SerializeField] private Vector2 initialVelocity;
private bool doGravitation;
private Vector2 centerPos;
private void Awake()
{
if(!rb) rb = GetComponent<Rigidbody2D>();
if(!_camera) _camera = Camera.main;
rb.velocity = initialVelocity;
}
private void Update()
{
// check for touch support otherwise use mouse as fallback
// (for debugging on PC)
if (Input.touchSupported)
{
// not touching or too many -> do nothing
if (Input.touchCount != 1)
{
doGravitation = false;
return;
}
var touchPosition = Input.GetTouch(0).position;
centerPos = _camera.ScreenToWorldPoint(touchPosition);
doGravitation = true;
}
else
{
// mouse not pressed -> do nothing
if (!Input.GetMouseButton(0))
{
doGravitation = false;
return;
}
centerPos = _camera.ScreenToWorldPoint(Input.mousePosition);
doGravitation = true;
}
}
private void FixedUpdate()
{
if(!doGravitation) return;
// get current magnitude
var magnitude = rb.velocity.magnitude;
// get vector center <- obj
var gravityVector = centerPos - rb.position;
// check whether left or right of target
var left = Vector2.SignedAngle(rb.velocity, gravityVector) > 0;
// get new vector which is 90° on gravityDirection
// and world Z (since 2D game)
// normalize so it has magnitude = 1
var newDirection = Vector3.Cross(gravityVector, Vector3.forward).normalized;
// invert the newDirection in case user is touching right of movement direction
if (!left) newDirection *= -1;
// set new direction but keep speed(previously stored magnitude)
rb.velocity = newDirection * magnitude;
}
}
另请参阅:
Input.GetTouch
Touch.position
Camera.ScreenToWorldPoint
Vector2.SignedAngle
Vector3.Cross
请注意,这有时看起来很奇怪,尤其是在碰到球的前面时,因为我们将其逼到可能与当前运动成奇怪角度的圆曲线上.您可以解决这个问题,但这取决于您;)
Note that this sometimes looks strange especially when touching in front of the ball since we force it onto a circle curve that might have a strange angle to the current movement. You can smooth that out but that's up to you ;)
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