我正在尝试模拟球在台球 table 上弹跳,但遇到了问题。 ( View 是从上面俯视 table )。
我总是希望球根据反射定律从边界反弹。 入射 Angular =反射 Angular
在右侧边界上的模拟结束时,球似乎沿着它滚动。为什么它不遵循反射定律?
示例:https://jsfiddle.net/5sjx7oyw/
var Engine = Matter.Engine,
Render = Matter.Render,
World = Matter.World,
Bodies = Matter.Bodies,
Body = Matter.Body,
Vector = Matter.Vector,
Events = Matter.Events;
// create an engine
var engine = Engine.create();
var canvas = document.getElementById('canvas');
engine.world.gravity.y = 0; // gravity not needed in this app
// create a renderer
var render = Render.create({
element: document.body,
canvas: canvas,
engine: engine,
options: {wireframes: true}
});
var ball_options = {
density: 0.04,
restitution: 1,// 0 = no bouncing, 1 = 100% of kinetic energy bounce back
friction: 0,
frictionAir: 0.05,
inertia: Infinity
};
var boundary_options = {
isStatic: true
};
var ball = Bodies.circle(100, 150, 11, ball_options);
var boundary_left = Bodies.rectangle(10, 160, 100, 200, boundary_options);
var boundary_right = Bodies.rectangle(300, 160, 100, 200, boundary_options);
var boundary_top = Bodies.rectangle(150, 10, 200, 100, boundary_options);
var boundary_bottom = Bodies.rectangle(150, 300, 200, 100, boundary_options);
// add all of the bodies to the world
World.add(engine.world, [
boundary_left,
boundary_right,
boundary_top,
boundary_bottom,
ball
]);
render.options.height = 300;
canvas.height = 300;
Engine.run(engine);
Render.run(render);
Body.applyForce(ball, { x: 0, y: 0 }, { x: 0.2, y: 0.5 });
最佳答案
我已经在库创建者的帮助下解决了这个问题。
https://jsfiddle.net/8exLLLv6/55/
将以下内容添加到我的代码中解决了该问题:
Matter.Resolver._restingThresh = 0.1;
请参阅gibhub页面了解更多信息。
关于javascript - 物体在低速时不遵守反射定律,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/45224130/