与正方形碰撞后如何保持圆周速度?

How to maintain circle velocity after colliding with a square?

我正在开发一款游戏,玩家是一个圆圈,方块是正方形。用户用键盘移动头像(圆圈),应该不能和方块(方块)碰撞。

此外,我希望圆圈在碰到角时沿着正方形滑动,这样如果玩家一直按着键向同一方向移动,它们就会沿着正方形滑动而不是卡在上面它。

我已经完全重现了我在这里面临的问题:

let canvas = document.querySelector("canvas");
let ctx = canvas.getContext("2d");

class Vec2 {
  constructor(x, y) {
    this.x = x || 0;
    this.y = y || 0;
  }

  distance(v) {
    let x = v.x - this.x;
    let y = v.y - this.y;

    return Math.sqrt(x * x + y * y);
  }

  magnitude() { 
    return Math.sqrt(this.x * this.x + this.y * this.y);
  }

  dot(v) { 
    return this.x * v.x + this.y * v.y;
  }

  normalize() {
    let magnitude = this.magnitude();
    
    return new Vec2(this.x / magnitude, this.y / magnitude);
  }
  
  multiply(val) {
    return typeof val === "number" ? new Vec2(this.x * val, this.y * val) : new Vec2(this.x * val.x, this.y * val.y);
  }

  subtract(val) {
    return typeof val === "number" ? new Vec2(this.x - val, this.y - val) : new Vec2(this.x - val.x, this.y - val.y);
  }

  add(val) {
    return typeof val === "number" ? new Vec2(this.x + val, this.y + val) : new Vec2(this.x + val.x, this.y + val.y);
  }
}

function clamp(value, min, max) {
  return Math.min(Math.max(value, min), max);
}

function drawCircle(xCenter, yCenter, radius) {
  ctx.beginPath();
  ctx.arc(xCenter, yCenter, radius, 0, 2 * Math.PI);
  ctx.fill();
}

function drawSquare(x, y, w, h) {
  ctx.beginPath();
  ctx.rect(x, y, w, h);
  ctx.stroke();
}

function circleRectangleCollision(cX, cY, cR, rX, rY, rW, rH) {
  let x = clamp(cX, rX, rX + rW);
  let y = clamp(cY, rY, rY + rH);

  let cPos = new Vec2(cX, cY);

  return cPos.distance(new Vec2(x, y)) < cR;
}

function getCircleRectangleDisplacement(rX, rY, rW, rH, cX, cY, cR, cVel) {
  let circle = new Vec2(cX, cY);

  let nearestX = Math.max(rX, Math.min(cX, rX + rW));
  let nearestY = Math.max(rY, Math.min(cY, rY + rH));    
  let dist = new Vec2(cX - nearestX, cY - nearestY);

  let tangentVel = dist.normalize().dot(cVel);

  // The original answer had `cVel.subtract(tangentVel * 2);` here
  // but that was giving me issues as well
  return cVel.add(tangentVel);
}

let circlePos = new Vec2(150, 80);
let squarePos = new Vec2(240, 110);

let circleR = 50;

let squareW = 100;
let squareH = 100;

let circleVel = new Vec2(5, 0);

draw = () => {
  ctx.fillStyle = "#b2c7ef";
  ctx.fillRect(0, 0, 800, 800); 

  ctx.fillStyle = "#ffffff";

  drawCircle(circlePos.x, circlePos.y, circleR);
  drawSquare(squarePos.x, squarePos.y, squareW, squareH);
}

update = () => {
  draw();

  if (circleRectangleCollision(circlePos.x, circlePos.y, circleR, squarePos.x, squarePos.y, squareW, squareH)) {
    circleVel = getCircleRectangleDisplacement(squarePos.x, squarePos.y, squareW, squareH, circlePos.x, circlePos.y, circleR, circleVel);
  }

  circlePos = circlePos.add(circleVel);
}

setInterval(update, 30);
canvas { display: flex; margin: 0 auto; }
<canvas width="800" height="800"></canvas>

如果您 运行 代码片段,您会看到圆圈正确地绕着正方形移动,但之后又向下和向右移动。我不确定为什么会这样。它应该保持完全直线移动,然后向右移动。

不幸的是,我的数学不是很好,所以我很难弄清楚为什么会这样。学习了主要算法,也参考了下面的答案: One Two Three

我注意到的另一个问题是,如果将 circlePos 的 y 位置从 80 更改为 240,那么它仍然会沿着正方形的顶部滑动,而不是占用沿着正方形底部滑动的更自然的路径。如果可能的话,我也想解决这个问题。

此外,理想情况下,如果圆圈直接击中瓷砖,则根本不应该有任何滑动,如果这有意义的话。在那种情况下,它应该卡在正方形上。

我建议进行以下更改:

在你的class中再定义两个方法:

  crossProductZ(v) {
    return this.x * v.y - v.x * this.y;
  }
  
  perpendicular() {
    return new Vec2(this.y, -this.x);
  }

getCircleRectangleDisplacement 中将 return 语句替换为:

return dist.perpendicular().normalize()
           .multiply(cVel.magnitude() * Math.sign(cVel.crossProductZ(dist)));

想法是圆应该垂直于通过圆心和击中点(dist)的线移动。垂直线上当然有两个方向:它应该是与当前速度矢量在 dist 同一侧的那个。这样圆圈就会选择正方形的右边。

该移动的大小应等于当前速度的大小(以便速度没有变化,只是方向发生变化)。

最后,也对 update 函数进行此更改:

  let nextCirclePos = circlePos.add(circleVel);
  if (circleRectangleCollision(nextCirclePos.x, nextCirclePos.y, circleR, squarePos.x, squarePos.y, squareW, squareH)) {
    let currentVel = getCircleRectangleDisplacement(squarePos.x, squarePos.y, squareW, squareH, circlePos.x, circlePos.y, circleR, circleVel);
    nextCirclePos = circlePos.add(currentVel);
  }
  circlePos = nextCirclePos;

这里的想法是我们首先像往常一样移动 (circleVel),看看这是否意味着碰撞。在那种情况下,我们不会采取那个行动。相反,我们从当前位置 .

得到位移

而且,我们从不更新 currentVel。这将保证一旦障碍物离开,运动将继续像以前一样。

在下面的代码片段中进行了这些更改。此外,我在圆圈的路径中添加了第二个正方形,一旦圆圈不可见,我添加了第二个 运行,圆圈采用不同的路径:

let canvas = document.querySelector("canvas");
let ctx = canvas.getContext("2d");

class Vec2 {
  constructor(x, y) {
    this.x = x || 0;
    this.y = y || 0;
  }

  distance(v) {
    let x = v.x - this.x;
    let y = v.y - this.y;

    return Math.sqrt(x * x + y * y);
  }

  magnitude() { 
    return Math.sqrt(this.x * this.x + this.y * this.y);
  }

  dot(v) { 
    return this.x * v.x + this.y * v.y;
  }

  normalize() {
    let magnitude = this.magnitude();
    
    return new Vec2(this.x / magnitude, this.y / magnitude);
  }
  
  multiply(val) {
    return typeof val === "number" ? new Vec2(this.x * val, this.y * val) : new Vec2(this.x * val.x, this.y * val.y);
  }

  subtract(val) {
    return typeof val === "number" ? new Vec2(this.x - val, this.y - val) : new Vec2(this.x - val.x, this.y - val.y);
  }

  add(val) {
    return typeof val === "number" ? new Vec2(this.x + val, this.y + val) : new Vec2(this.x + val.x, this.y + val.y);
  }
  
  crossProductZ(v) {
    return this.x * v.y - v.x * this.y;
  }
  
  perpendicular() {
    return new Vec2(this.y, -this.x);
  }
}

function clamp(value, min, max) {
  return Math.min(Math.max(value, min), max);
}

function drawCircle(xCenter, yCenter, radius) {
  ctx.beginPath();
  ctx.arc(xCenter, yCenter, radius, 0, 2 * Math.PI);
  ctx.fill();
}

function drawSquare(x, y, w, h) {
  ctx.beginPath();
  ctx.rect(x, y, w, h);
  ctx.stroke();
}

function circleRectangleCollision(cX, cY, cR, rX, rY, rW, rH) {
  let x = clamp(cX, rX, rX + rW);
  let y = clamp(cY, rY, rY + rH);

  let cPos = new Vec2(cX, cY);

  return cPos.distance(new Vec2(x, y)) < cR;
}

function getCircleRectangleDisplacement(rX, rY, rW, rH, cX, cY, cR, cVel) {
  let circle = new Vec2(cX, cY);

  let nearestX = clamp(cX, rX, rX + rW);
  let nearestY = clamp(cY, rY, rY + rH);
  let dist = new Vec2(cX - nearestX, cY - nearestY);

  return dist.perpendicular().normalize().multiply(cVel.magnitude() * Math.sign(cVel.crossProductZ(dist)));
}

let circlePos = new Vec2(100, 80);
let squarePosList = [new Vec2(240, 110), new Vec2(480, -50)];

let circleR = 50;

let squareW = 100;
let squareH = 100;

let circleVel = new Vec2(5, 0);

draw = () => {
  ctx.fillStyle = "#b2c7ef";
  ctx.fillRect(0, 0, 800, 800); 

  ctx.fillStyle = "#ffffff";

  drawCircle(circlePos.x, circlePos.y, circleR);
  for (let squarePos of squarePosList) {
    drawSquare(squarePos.x, squarePos.y, squareW, squareH);
  }
}

update = () => {
  draw();

  let nextCirclePos = circlePos.add(circleVel);
  for (let squarePos of squarePosList) {
    if (circleRectangleCollision(nextCirclePos.x, nextCirclePos.y, circleR, squarePos.x, squarePos.y, squareW, squareH)) {
      let currentVel = getCircleRectangleDisplacement(squarePos.x, squarePos.y, squareW, squareH, circlePos.x, circlePos.y, circleR, circleVel);
      nextCirclePos = circlePos.add(currentVel);
      break; // we only deal with one collision (otherwise it becomes more complex)
    }
  }
  circlePos = nextCirclePos;
  if (circlePos.x > 800 + circleR) { // Out of view: Repeat the animation but with a diagonal direction
       circlePos = new Vec2(100, 400);
       circleVel = new Vec2(3.6, -3.6);
  }
}

let interval = setInterval(update, 30);
canvas { display: flex; margin: 0 auto; }
<canvas width="800" height="800"></canvas>

注意:您在碰撞和位移函数中有一些代码重复。他们都计算几乎相同的东西。这可以优化。