Flash/Flex学习笔记(38):动量守恒与能量守恒
动能公式:
动量公式:
动量守恒:
能量守恒:
根据这些规律可以得到下列方程组:
解该方程组,得到下面的公式:
把这二个公式相减,可以得到:
即:
我们也经常利用这个公式简化运算
基本的动量守恒演示:
先给ball类添加一个质量"属性"
?package
{
import
flash.display.Sprite;
?//小球 类
?public
class
Ball
extends
Sprite {
?public
var
radius:
uint
;
//半径
?public
var
color:
uint
;
//颜色
?public
var
vx:
Number
=
0
;
//x轴速度
?public
var
vy:
Number
=
0
;
//y轴速度
?public
var
count:
uint
=
0
;
//辅助计数变量
?public
var
isDragged=
false
;
//是否正在被拖动
?public
var
vr:
Number
=
0
;
//旋转速度
?public
var
mass:
Number
=
1
;
//质量
public
function
Ball(r:
Number
=
50
,c:
uint
=
0xff0000
) {
?this
.radius=r;
this
.color=c;
init();
?}
?private
function
init():
void
{
?graphics.beginFill(color);
graphics.drawCircle(
0
,
0
,radius);
?graphics.endFill();
?}
?}
?}
一维单轴刚体碰撞测试:
package
{
import
flash.display.Sprite;
?import
flash.events.Event;
?public
class
Billiard1
extends
Sprite {
?private
var
ball0:Ball;
?private
var
ball1:Ball;
?private
var
bounce:
Number
= -
0.6
;
?public
function
Billiard1() {
?init();
?}
?private
function
init():
void
{
?ball0=
new
Ball(
40
);?????????
?addChild(ball0);
?ball1=
new
Ball(
20
,
0x0000ff
);????????????
?addChild(ball1);????????????????????
ReStart();
?}
private
function
ReStart():
void
{
?ball0.mass=
2
;
ball0.x=
50
;
?ball0.y=stage.stageHeight/
2
;
ball0.vx=
5
;
ball1.mass=
1
;
?ball1.x=
300
;
ball1.y=stage.stageHeight/
2
;
ball1.vx=-
5
;????????
?addEventListener(Event.ENTER_FRAME,EnterFrameHandler);??
?}
private
function
EnterFrameHandler(event:Event):
void
{
?ball0.x+=ball0.vx;
?ball1.x+=ball1.vx;
?var
dist:
Number
=ball1.x-ball0.x;
?//如果撞到了
if
(Math.abs(dist)<ball0.radius+ball1.radius) {
?var
vdx:
Number
= ball0.vx - ball1.vx;
var
vx0Final:
Number
=((ball0.mass-ball1.mass)*ball0.vx +
2
*ball1.mass*ball1.vx)/(ball0.mass+ball1.mass);
?var
vx1Final:
Number
= vx0Final + vdx;
?ball0.vx=vx0Final;
?ball1.vx=vx1Final;
?//不加下面这二句的话,从视觉效果上看,有可能会看到二个球相互撞入对方球体内了,这样就不符合物理学"刚体"模型的定义
?ball0.x+=ball0.vx;
?ball1.x+=ball1.vx;
}
?//舞台边界反弹
?if
(ball0.x >=stage.stageWidth-ball0.radius || ball0.x<=ball0.radius){
?ball0.x -= ball0.vx;
?ball0.vx *= bounce;
?}???????????
?if
(ball1.x >=stage.stageWidth-ball1.radius || ball1.x<=ball1.radius){
ball1.x -= ball1.vx;
ball1.vx *= bounce;
?}
?trace
(ball1.vx,ball0.vx);
//如果二球都停了
?if
(Math.abs(ball1.vx)<=
0.05
&& Math.abs(ball0.vx)<=
0.05
){
?removeEventListener(Event.ENTER_FRAME,EnterFrameHandler);???
?ReStart();
?}
?}
?}
}
二维坐标上的刚体碰撞:
先来看这张图,红球a以Va速度运动,蓝球b以Vb速度运动,二球的连线正好与x轴平行(即:水平对心碰撞),碰撞的过程可以理解为二球水平速度分量Vax,Vbx应用运量守恒与能力守恒的结果(y轴方向的速度不受影响!)
但很多情况下,二球的连线并非总是与坐标轴平行,比如下面这样:
思路:仍然利用坐标旋转,先将二个球反向旋转到连线水平位置,然后按常规方式处理,完事后再旋转回来。
var
ballA:Ball=
new
Ball(
80
,Math.random()*
0xffffff
);
?var
ballB:Ball=
new
Ball(
50
,Math.random()*
0xffffff
);
?var
bounce:
Number
=-
1
;
?ballA.x=ballA.radius+
100
;
?ballB.x=ballA.radius+
200
;
ballA.y=
120
;
?ballB.y=
300
;
?ballA.mass=
2
;
ballB.mass=
1
;
ballA.vx =
5
*(Math.random()*
2
-
1
);
ballB.vx =
5
*(Math.random()*
2
-
1
);
?ballA.vy =
5
*(Math.random()*
2
-
1
);
ballB.vy =
5
*(Math.random()*
2
-
1
);
addChild(ballA);
?addChild(ballB);
?addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
?function
EnterFrameHandler(e:Event):
void
{
?ballA.x+=ballA.vx;
?ballA.y+=ballA.vy;
?ballB.x+=ballB.vx;
ballB.y+=ballB.vy;
?//运量守恒处理开始
var
dx:
Number
=ballB.x-ballA.x;
?var
dy:
Number
=ballB.y-ballA.y;
?var
dist:
Number
=Math.sqrt(dx*dx+dy*dy);
?if
(dist<(ballA.radius + ballB.radius)) {
?var
angle:
Number
=Math.atan2(dy,dx);
?var
cos:
Number
=Math.cos(angle);
?var
sin:
Number
=Math.sin(angle);
?//以ballA中心为旋转中心反向旋转
?var
xA:
Number
=
0
;
//ballA自身为旋转中心,所以自身旋转后的相对坐标都是0
var
yA:
Number
=
0
;
?var
xB:
Number
=dx*cos+dy*sin;
?var
yB:
Number
=dy*cos-dx*sin;
?//先(反向)旋转二球相对(ballA的)速度
var
vxA=ballA.vx*cos+ballA.vy*sin;
?var
vyA=ballA.vy*cos-ballA.vx*sin;
?var
vxB=ballB.vx*cos+ballB.vy*sin;
?var
vyB=ballB.vy*cos-ballB.vx*sin;
?//旋转后的vx速度处理运量守恒
?var
vdx=vxA-vxB;
?var
vxAFinal = ((ballA.mass - ballB.mass)*vxA +
2
*ballB.mass*vxB)/(ballA.mass + ballB.mass);
?var
vxBFinal=vxAFinal+vdx;
?//相对位置处理
?xA+=vxAFinal;
?xB+=vxBFinal;
?//处理完了,再旋转回去
?//先处理坐标位置
?var
xAFinal:
Number
=xA*cos-yA*sin;
var
yAFinal:
Number
=yA*cos+xA*sin;
?var
xBFinal:
Number
=xB*cos-yB*sin;
?var
yBFinal:
Number
=yB*cos+xB*sin;
?//处理最终的位置变化
ballB.x=ballA.x+xBFinal;
?ballB.y=ballA.y+yBFinal;
ballA.x+=xAFinal;
ballA.y+=yAFinal;
//再处理速度
ballA.vx=vxAFinal*cos-vyA*sin;
?ballA.vy=vyA*cos+vxAFinal*sin;
?ballB.vx=vxBFinal*cos-vyB*sin;
?ballB.vy=vyB*cos+vxBFinal*sin;
?}
?//<--- 运量守恒处理结束
CheckBounds(ballA);
?CheckBounds(ballB);
?}
//舞台边界检测
function
CheckBounds(b:Ball) {
?if
(b.x<b.radius) {
?b.x=b.radius;
?b.vx*=bounce;
?}
else
if
(b.x>stage.stageWidth-b.radius) {
?b.x=stage.stageWidth-b.radius;
?b.vx*=bounce;
}
if
(b.y<b.radius) {
?b.y=b.radius;
?b.vy*=bounce;
}
else
if
(b.y>stage.stageHeight-b.radius) {
?b.y=stage.stageHeight-b.radius;
?b.vy*=bounce;
?}
?}
粘连问题:
反复运行上面这段动画,偶尔可能会发现二个球最终粘在一起,无法分开了,造成这种原因的情况很多,下面的示意图分析了可能的形成原因之一
解决思路:找出重叠部分,然后把二个小球同时反向移动适当距离,让二个球分开即可
先来一段测试代码:验证一下是否有效
var
ballA:Ball=
new
Ball(
80
,
0xff0000
);
?ballA.x=stage.stageWidth/
2
;
?ballA.y=stage.stageHeight/
2
;
addChild(ballA);
?var
ballB:Ball=
new
Ball(
60
,
0x00ff00
);
?ballB.x=stage.stageWidth/
2
-
70
;
?ballB.y=stage.stageHeight/
2
;
?addChild(ballB);
?btn1.x=stage.stageWidth/
2
;
?btn1.y=stage.stageHeight-btn1.height;
?btn1.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);
function
MouseDownHandler(e:MouseEvent):
void
{
var
overlap:
Number
=ballA.radius+ballB.radius-Math.abs(ballA.x-ballB.x);
//计算重叠部分
?trace
(overlap);
//计算每个球所占重叠部分中的比例
?var
aRadio:
Number
= ballA.radius/(ballA.radius + ballB.radius);
var
bRadio:
Number
= ballB.radius/(ballA.radius + ballB.radius);
?//分离判断
?if
(overlap>
0
){
?if
(ballA.x>ballB.x){
?ballA.x += overlap*aRadio;
?ballB.x -= overlap*bRadio;
?}
?else
{
?ballA.x -= overlap*aRadio;
?ballB.x += overlap*bRadio;
?}
?}
?}
ballA.addEventListener(MouseEvent.MOUSE_DOWN,startDragHandler);
?ballB.addEventListener(MouseEvent.MOUSE_DOWN,startDragHandler);
?ballA.addEventListener(MouseEvent.MOUSE_OVER,MouseOverHandler);
?ballA.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler);
ballB.addEventListener(MouseEvent.MOUSE_OVER,MouseOverHandler);
ballB.addEventListener(MouseEvent.MOUSE_OUT,MouseOutHandler);
?stage.addEventListener(MouseEvent.MOUSE_UP,stopDragHandler);
var
obj:Ball;
?var
rect:Rectangle =
new
Rectangle(
0
,stage.stageHeight/
2
,stage.stageWidth,
0
);
?function
startDragHandler(e:MouseEvent):
void
{
Mouse.cursor = MouseCursor.HAND;
?obj=e.currentTarget
as
Ball;
obj.startDrag();
?}
function
stopDragHandler(e:MouseEvent):
void
{
?if
(obj!=
null
) {
?obj.stopDrag(
true
,rect);
?obj=
null
;
?Mouse.cursor = MouseCursor.AUTO;
}
?}
?function
MouseOverHandler(e:MouseEvent):
void
{
?Mouse.cursor = MouseCursor.HAND;
?}
?function
MouseOutHandler(e:MouseEvent):
void
{
Mouse.cursor = MouseCursor.AUTO;
?}
水平拖动小球故意让它们重叠,然后点击“分开”按钮测试一下,ok,管用了!
再回过头来解决运量守恒中的粘连问题:
只要把EnterFrameHandler中的
//相对位置处理??
?xA+=vxAFinal;??
xB+=vxBFinal;
换成:
//相对位置处理(同时要防止粘连)
//xA+=vxAFinal;
//xB+=vxBFinal;
var
sumRadius = ballA.radius + ballB.radius;
?var
overlap:
Number
=sumRadius-Math.abs(xA-xB);
//计算重叠部分
?//trace(overlap);
//计算每个球所占重叠部分中的比例
var
aRadio:
Number
= ballA.radius/sumRadius;
var
bRadio:
Number
= ballB.radius/sumRadius;
?//分离判断
?if
(overlap>
0
){
if
(xA>xB){
xA += overlap*aRadio;
xB -= overlap*bRadio;
?}
?else
{
?xA -= overlap*aRadio;
?xB += overlap*bRadio;
?}
}
最后老规矩:来一个群魔乱舞,把一堆球放在一块儿乱撞
package
{
import
flash.display.Sprite;
import
flash.events.Event;
import
flash.geom.Point;
public
class
MultiBilliard
extends
Sprite {
?private
var
balls:
Array
;
?private
var
numBalls:
uint
=
8
;
?private
var
bounce:
Number
=-
1.0
;
?public
function
MultiBilliard() {
?init();
?}
private
function
init():
void
{
balls =
new
Array
();
?for
(
var
i:
uint
=
0
; i < numBalls; i++) {
?var
radius:
Number
=Math.random()*
40
+
10
;
?var
ball:Ball=
new
Ball(radius,Math.random()*
0xffffff
);
?ball.mass=radius;
?ball.x=i*
100
;
?ball.y=i*
50
;
?ball.vx=Math.random()*
10
-
5
;
?ball.vy=Math.random()*
10
-
5
;
?addChild(ball);
?balls.push(ball);
?}
addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
?private
function
onEnterFrame(event:Event):
void
{
?for
(
var
i:
uint
=
0
; i < numBalls; i++) {
var
ball:Ball=balls[i];
?ball.x+=ball.vx;
?ball.y+=ball.vy;
?checkWalls(ball);
?}
for
(i =
0
; i < numBalls -
1
; i++) {
?var
ballA:Ball=balls[i];
?for
(
var
j:
Number
= i +
1
; j < numBalls; j++) {
?var
ballB:Ball=balls[j];
?checkCollision(ballA, ballB);
?}
?}
?}
?//舞台边界检测
?function
checkWalls(b:Ball) {
?if
(b.x<b.radius) {
?b.x=b.radius;
b.vx*=bounce;
?}
else
if
(b.x>stage.stageWidth-b.radius) {
?b.x=stage.stageWidth-b.radius;
?b.vx*=bounce;
?}
?if
(b.y<b.radius) {
?b.y=b.radius;
?b.vy*=bounce;
?}
else
if
(b.y>stage.stageHeight-b.radius) {
b.y=stage.stageHeight-b.radius;
?b.vy*=bounce;
?}
?}
private
function
rotate(x:
Number
, y:
Number
, sin:
Number
, cos:
Number
, reverse:
Boolean
):Point {
?var
result:Point =
new
Point();
?if
(reverse) {
?result.x=x*cos+y*sin;
result.y=y*cos-x*sin;
}
else
{
?result.x=x*cos-y*sin;
?result.y=y*cos+x*sin;
?}
return
result;
?}
private
function
checkCollision(ball0:Ball, ball1:Ball):
void
{
?var
dx:
Number
=ball1.x-ball0.x;
?var
dy:
Number
=ball1.y-ball0.y;
?var
dist:
Number
=Math.sqrt(dx*dx+dy*dy);
if
(dist<ball0.radius+ball1.radius) {
?// 计算角度和正余弦值?
?var
angle:
Number
=Math.atan2(dy,dx);
?var
sin:
Number
=Math.sin(angle);
?var
cos:
Number
=Math.cos(angle);
?// 旋转 ball0 的位置?
var
pos0:Point=
new
Point(
0
,
0
);
?// 旋转 ball1 的速度?
?var
pos1:Point=rotate(dx,dy,sin,cos,
true
);
?// 旋转 ball0 的速度?
?var
vel0:Point=rotate(ball0.vx,ball0.vy,sin,cos,
true
);
?// 旋转 ball1 的速度?
?var
vel1:Point=rotate(ball1.vx,ball1.vy,sin,cos,
true
);
?// 碰撞的作用力?
?var
vxTotal:
Number
=vel0.x-vel1.x;
?vel0.x = ((ball0.mass - ball1.mass) * vel0.x +
2
* ball1.mass * vel1.x) / (ball0.mass + ball1.mass);
?vel1.x = vxTotal+vel0.x;
?// 更新位置?
?var
absV:
Number
=Math.abs(vel0.x)+Math.abs(vel1.x);
?
var
overlap:
Number
= (ball0.radius + ball1.radius) - Math.abs(pos0.x - pos1.x);
?pos0.x += vel0.x/absV*overlap;
?pos1.x += vel1.x/absV*overlap;
?// 将位置旋转回来?
?var
pos0F:
Object
=rotate(pos0.x,pos0.y,sin,cos,
false
);
?var
pos1F:
Object
=rotate(pos1.x,pos1.y,sin,cos,
false
);
?// 将位置调整为屏幕的实际位置?
ball1.x=ball0.x+pos1F.x;
?ball1.y=ball0.y+pos1F.y;
?ball0.x=ball0.x+pos0F.x;
?ball0.y=ball0.y+pos0F.y;
?// 将速度旋转回来?
?var
vel0F:
Object
=rotate(vel0.x,vel0.y,sin,cos,
false
);
?var
vel1F:
Object
=rotate(vel1.x,vel1.y,sin,cos,
false
);
?ball0.vx=vel0F.x;
?ball0.vy=vel0F.y;
?ball1.vx=vel1F.x;
?ball1.vy=vel1F.y;
?}
}
?}
}
注:这段代码做了优化,把一些公用的部分提取出来封装成function了,同时对于粘连问题的解决,采用了更一种算法
后记:弄懂了本文中的这些玩意儿有啥用呢?让我想想,或许...公司需要开发一款桌面台球游戏时,这东西就能派上用场吧.