为什么我的圆圈以一定角度从直线表面弹起?
Why is my circle bouncing off straight surface at an angle?
我的世界里有一个球和两个竖直的平面。
当我对球施加力时,我希望它保持在一条直线上,但它似乎以一个角度反弹。
fiddle: https://jsfiddle.net/zvjvvzeL/11/
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_0 = Bodies.circle(100, 150, 11, {
density: 0.04,
frictionAir: 0.06,
restitution: 0.8,
friction: 0.3
});
var cushion_left = Bodies.rectangle(34, 160, 100, 208, { isStatic: true });
var cushion_right = Bodies.rectangle(492, 160, 100, 208, { isStatic: true });
// add all of the bodies to the world
World.add(engine.world, [cushion_left, cushion_right, ball_0]);
render.options.height = 300;
canvas.height = 300;
Engine.run(engine);
Render.run(render);
Body.applyForce(ball_0, { x: 0, y: 0 }, { x: 0.5, y: 0 });
不太熟悉 MatterJS,但球似乎默认应用了 angular 旋转。我认为这只会影响像您构建的那样的封闭系统。
也许你会希望它在长 运行 中打开,但现在你可以设置 intertia : Infinity
var ball_0 = Bodies.circle(100, 150, 11, {
density: 0.04,
frictionAir: 0.06,
restitution: 0.8,
friction: 0.3,
inertia : Infinity
});
但现在你还必须稍微用力才能让球碰到墙。我刚把它调到 .6
Body.applyForce(ball_0, { x: 0, y: 0 }, { x: .6, y: 0 });
我的世界里有一个球和两个竖直的平面。
当我对球施加力时,我希望它保持在一条直线上,但它似乎以一个角度反弹。
fiddle: https://jsfiddle.net/zvjvvzeL/11/
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_0 = Bodies.circle(100, 150, 11, {
density: 0.04,
frictionAir: 0.06,
restitution: 0.8,
friction: 0.3
});
var cushion_left = Bodies.rectangle(34, 160, 100, 208, { isStatic: true });
var cushion_right = Bodies.rectangle(492, 160, 100, 208, { isStatic: true });
// add all of the bodies to the world
World.add(engine.world, [cushion_left, cushion_right, ball_0]);
render.options.height = 300;
canvas.height = 300;
Engine.run(engine);
Render.run(render);
Body.applyForce(ball_0, { x: 0, y: 0 }, { x: 0.5, y: 0 });
不太熟悉 MatterJS,但球似乎默认应用了 angular 旋转。我认为这只会影响像您构建的那样的封闭系统。
也许你会希望它在长 运行 中打开,但现在你可以设置 intertia : Infinity
var ball_0 = Bodies.circle(100, 150, 11, {
density: 0.04,
frictionAir: 0.06,
restitution: 0.8,
friction: 0.3,
inertia : Infinity
});
但现在你还必须稍微用力才能让球碰到墙。我刚把它调到 .6
Body.applyForce(ball_0, { x: 0, y: 0 }, { x: .6, y: 0 });