javascript - 如何将物理学应用于复杂的形状? (matter.js + p5.js)

标签 javascript p5.js matter.js

我一直在尝试使用 matter.js + p5.js 制作球坑 sim,用作交互式网站背景。

Mr Shiffman's video 的帮助下我已经设法让它与 circle shapes 配合得很好,但我想将其提升到一个新的水平并使用自定义 Blob 形状(取自客户的 Logo )并对它们应用相同的物理。

blob shape I'm trying to emulate

我已经能够使用 p5 的 Beginshape() 和 matter 的 bodies.fromVertices 的组合来获得要渲染的自定义形状。如您所见,它可以正常工作,但物理原理非常奇怪,即使我对两者使用相同的顶点,碰撞似乎也不匹配。

我认为这可能与 p5 文档中的引用有关

Transformations such as translate(), rotate(), and scale() do not work within beginShape().

但我不知道我能做些什么来解决这个问题,因为我需要它们能够平移/旋转以使物理学起作用...

有什么想法吗?帮助非常感谢!

Codepen

    var fric = .6;
    var rest = .7
    //blob creation function
    function Blob(x, y) {
        var options = {
            friction: fric,
            restitution: rest
        }
        this.body = Bodies.fromVertices(x,y, blob, options);;
        World.add(world, this.body);
        
        this.show = function() {
            var pos = this.body.position;
            var angle = this.body.angle;
            
            push();
            translate(pos.x, pos.y);
            rotate(angle);
            rectMode(CENTER);
            strokeWeight(0);
            fill('#546B2E')
            beginShape();
              curveVertex(10.4235750010825,77.51573373392407);
              curveVertex(3.142478233002126,70.89274677890447);
              curveVertex(0.09197006398718799,61.45980047762196);
              curveVertex(1.1915720013184474,51.59196924554452);
              curveVertex(4.497757286928595,42.162760563619436);
              curveVertex(5.252622102311041,32.216346235505895);
              curveVertex(4.731619980811491,22.230638463608106);
              curveVertex(4.748780859149178,12.256964518539956);
              curveVertex(8.728313738681376,3.3252404103204602);
              curveVertex(17.998080279150148,0.07532797415084502);
              curveVertex(27.955564903146588,0.6294681264134124);
              curveVertex(37.68448491855515,2.8865688476481735);
              curveVertex(46.899804284802386,6.733477319787068);
              curveVertex(55.386932458422265,12.031766230704845);
              curveVertex(62.886098235421045,18.623827217916812);
              curveVertex(69.13243582467831,26.40824364010799);
              curveVertex(73.70136375533966,35.2754654128657);
              curveVertex(75.90839243871912,44.99927633563314);
              curveVertex(74.84120838749334,54.8784706257129);
              curveVertex(70.09272040861401,63.61579878615303);
              curveVertex(62.590342401896606,70.15080526550207);
              curveVertex(53.62552650480876,74.54988781923045);
              curveVertex(44.08788115809841,77.55817639102708);
              curveVertex(34.30859814694884,79.58860716640554);
              curveVertex(24.334764892578125,80.23994384765624);
              curveVertex(14.444775242328642,78.88621691226959);
            endShape(CLOSE);
            pop();
        }
    }

var clientHeight = document.getElementById('physBox').clientHeight;
var clientWidth = document.getElementById('physBox').clientWidth;

var Engine = Matter.Engine,
    World = Matter.World,
    Bodies = Matter.Bodies,
    Common = Matter.Common,
    Composite = Matter.Composite,
    Mouse = Matter.Mouse,
    MouseConstraint = Matter.MouseConstraint,
    Vertices = Matter.Vertices;

var blob = Vertices.fromPath('10.4235750010825 77.51573373392407 3.142478233002126 70.89274677890447 0.09197006398718799 61.45980047762196 1.1915720013184474 51.59196924554452 4.497757286928595 42.162760563619436 5.252622102311041 32.216346235505895 4.731619980811491 22.230638463608106 4.748780859149178 12.256964518539956 8.728313738681376 3.3252404103204602 17.998080279150148 0.07532797415084502 27.955564903146588 0.6294681264134124 37.68448491855515 2.8865688476481735 46.899804284802386 6.733477319787068 55.386932458422265 12.031766230704845 62.886098235421045 18.623827217916812 69.13243582467831 26.40824364010799 73.70136375533966 35.2754654128657 75.90839243871912 44.99927633563314 74.84120838749334 54.8784706257129 70.09272040861401 63.61579878615303 62.590342401896606 70.15080526550207 53.62552650480876 74.54988781923045 44.08788115809841 77.55817639102708 34.30859814694884 79.58860716640554 24.334764892578125 80.23994384765624 14.444775242328642 78.88621691226959');
    
var engine;
var world;
var blobs =[];

var ground;
var ceiling;
var wallLeft;
var wallRight;

var mConstraint;
//start sim after x time
setTimeout(function setup() {

    var cnv = createCanvas(clientWidth, clientHeight);
    cnv.parent("physBox");
    
    engine = Engine.create();
    world = engine.world;
    Engine.run(engine);
    //add ground
    ground = Bodies.rectangle(clientWidth/2, clientHeight+500, clientWidth, 1000, { isStatic: true });
    World.add(world, ground);
    //add ceiling
    ceiling = Bodies.rectangle(clientWidth/2, -clientHeight-500, clientWidth, 1000, { isStatic: true });
    World.add(world, ceiling);
    //add left wall
    wallLeft = Bodies.rectangle(-500, clientHeight/2, 1000, clientHeight*2, { isStatic: true });
    World.add(world, wallLeft);
    //add right wall
    wallRight = Bodies.rectangle(clientWidth+500, clientHeight/2, 1000, clientHeight*2, { isStatic: true });
    World.add(world, wallRight);
    //create x bodies
        for (var i = 0; i < 4; i++) {
        blobs.push(new Blob(clientWidth/2, 100));
        }
    //mouse controls
    var options = {
        mouse: canvasmouse
    }
    var canvasmouse = Mouse.create(cnv.elt);
    mConstraint = MouseConstraint.create(engine);
    World.add(world,mConstraint);
    
}, 2000);    

function draw() {

    background('#EEF2FD');
    //show all bodies
    for (var i = 0; i < blobs.length; i++) {
        blobs[i].show();
    }
    
}
    
body, html {
  overflow: hidden;
  padding:0;
  margin:0;
}
h1 {
  font-family: sans-serif;
  font-size: 4vw;
  background: none;
  position: absolute;
  margin-top:10%;
  margin-left: 10%;
  user-select: none;
}
#physBox {
      width: 100%;
    height: 100vh;
    padding: 0;
    left: 0;
    z-index: -1;
    box-sizing: border-box;
    
      -webkit-touch-callout: none; /* iOS Safari */
    -webkit-user-select: none; /* Safari */
     -khtml-user-select: none; /* Konqueror HTML */
       -moz-user-select: none; /* Old versions of Firefox */
        -ms-user-select: none; /* Internet Explorer/Edge */
            user-select: none; /* Non-prefixed version, currently
                                  supported by Chrome, Edge, Opera and Firefox */
}
<script src="https://cdn.jsdelivr.net/npm/poly-decomp@0.2.1/build/decomp.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.6.0/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.17.1/matter.min.js"></script>

<section id="physBox">
  <h1> Welcome to my website</h1>
</section>

注意:我最初尝试使用 SVG 而不是自定义形状来完成这一切,但很难理解如何使其工作,所以我放弃了,如果有人可以帮助我解决这个问题,而不是使用 SVG 我'我会很高兴的!另外,为我糟糕的代码格式道歉 - 我正在学习 ;)

最佳答案

这里的根本问题是 matter.js 根据对象的质心而不是顶点所在坐标系的原点来定位对象,很明显,blob 顶点的坐标系原点是不是它的质心,因为你所有的顶点都是正的。您可以计算 blob 的质心,然后在绘制之前使用该偏移量:

const fric = 0.6;
const rest = 0.7;

const {
  Engine,
  Runner,
  World,
  Bodies,
  Body,
  Common,
  Composite,
  Mouse,
  MouseConstraint,
  Vertices
} = Matter;

const blob = Vertices.fromPath('10.4235750010825 77.51573373392407 3.142478233002126 70.89274677890447 0.09197006398718799 61.45980047762196 1.1915720013184474 51.59196924554452 4.497757286928595 42.162760563619436 5.252622102311041 32.216346235505895 4.731619980811491 22.230638463608106 4.748780859149178 12.256964518539956 8.728313738681376 3.3252404103204602 17.998080279150148 0.07532797415084502 27.955564903146588 0.6294681264134124 37.68448491855515 2.8865688476481735 46.899804284802386 6.733477319787068 55.386932458422265 12.031766230704845 62.886098235421045 18.623827217916812 69.13243582467831 26.40824364010799 73.70136375533966 35.2754654128657 75.90839243871912 44.99927633563314 74.84120838749334 54.8784706257129 70.09272040861401 63.61579878615303 62.590342401896606 70.15080526550207 53.62552650480876 74.54988781923045 44.08788115809841 77.55817639102708 34.30859814694884 79.58860716640554 24.334764892578125 80.23994384765624 14.444775242328642 78.88621691226959');

// from http://paulbourke.net/geometry/polygonmesh/
function computeArea(vertices) {
  let area = 0;
  for (let i = 0; i < vertices.length - 1; i++) {
    let v = vertices[i];
    let vn = vertices[i + 1];
    area += (v.x * vn.y - vn.x * v.y) / 2;
  }

  return area;
}

function computeCenter(vertices) {
  let area = computeArea(vertices);
  let cx = 0,
    cy = 0;
  for (let i = 0; i < vertices.length - 1; i++) {
    let v = vertices[i];
    let vn = vertices[i + 1];
    cx += (v.x + vn.x) * (v.x * vn.y - vn.x * v.y) / (6 * area);
    cy += (v.y + vn.y) * (v.x * vn.y - vn.x * v.y) / (6 * area);
  }

  return {
    x: cx,
    y: cy
  };
}

const center = computeCenter(blob);

let engine;
let world;
let blobs = [];

let ground;
let ceiling;
let wallLeft;
let wallRight;

let mConstraint;

//blob creation function
function Blob(x, y) {
  let options = {
    friction: fric,
    restitution: rest
  }

  this.body = Bodies.fromVertices(x, y, blob, options);
  World.add(world, this.body);
  
  // Scales the body around the center
  Body.scale(this.body, 0.5, 0.5);

  this.show = function() {
    var pos = this.body.position;
    var angle = this.body.angle;

    push();
    translate(pos.x, pos.y);
    rotate(angle);
    scale(0.5, 0.5);
    translate(-center.x, -center.y);
    strokeWeight(0);
    fill('#546B2E')
    beginShape();
    for (const {
        x,
        y
      } of blob) {
      curveVertex(x, y);
    }
    endShape(CLOSE);
    pop();

    // Alternately, when drawing your blobs you could use 
    // the bodies vertices, but it looks like these are
    // converted into a convex polygon.
    push();
    stroke('red');
    strokeWeight(1);
    noFill();
    beginShape();
    for (const {
        x,
        y
      } of this.body.vertices) {
      curveVertex(x, y);
    }
    endShape(CLOSE);
    pop();
  }
}

//start sim after x time
function setup() {
  const cnv = createCanvas(windowWidth, Math.max(windowHeight, 300));

  engine = Engine.create();
  world = engine.world;

  const runner = Runner.create();
  Runner.run(runner, engine);
  //add ground
  ground = Bodies.rectangle(width / 2, height, width, 50, {
    isStatic: true
  });
  World.add(world, ground);
  //add ceiling
  ceiling = Bodies.rectangle(width / 2, 0, width, 50, {
    isStatic: true
  });
  World.add(world, ceiling);
  //add left wall
  wallLeft = Bodies.rectangle(0, height / 2, 50, height, {
    isStatic: true
  });
  World.add(world, wallLeft);
  //add right wall
  wallRight = Bodies.rectangle(width, height / 2, 50, height, {
    isStatic: true
  });
  World.add(world, wallRight);
  //create x bodies
  for (let i = 0; i < 4; i++) {
    blobs.push(new Blob(random(50, width - 100), random(50, height - 100)));
  }
}

function draw() {
  background('#EEF2FD');
  //show all bodies
  for (var i = 0; i < blobs.length; i++) {
    blobs[i].show();
  }
}

function mouseClicked() {
  blobs.push(new Blob(mouseX, mouseY));
}
html,
body {
  margin: 0;
  overflow-x: hidden;
}
<script src="https://cdn.jsdelivr.net/npm/poly-decomp@0.2.1/build/decomp.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.17.1/matter.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.js"></script>

关于javascript - 如何将物理学应用于复杂的形状? (matter.js + p5.js),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/68602889/

相关文章:

javascript - Javascript 和 P5.js - 优化 4D 投影代码

JavaScript,Matter.js : Disable collision for one body

javascript - React-native-game-engine + Matter.js 动态缩放物体

javascript - 防止 matterjs 主体逃离预定义区域

javascript - 获取数据时如何迭代不同的URL?

javascript - 在 package.json 中更改代理不起作用

javascript - 函数仅在通过 chrome 控制台调用时才有效

javascript - p5.j​​s 手动调用setup和draw

javascript - 2D渲染处理P5

javascript - PHP/Laravel : POSTed JSON Object Array not setting keys with empty values