0
這是我的代碼:剛體衝撞相對速度計算
Vec2 fv = nv.scale(-((1D + aelas) * getLinearVelocity().sub(shape.getLinearVelocity()).dot(nv)));
aelas是雙,設置爲1D(以後我可以改變一個函數) NV是單位正常矢量
我的問題是,當aelas爲0時碰撞只能與完美的彈性做出恰當的反應,但當它爲1時,它將它看作彈性> 2D(所以更多的能量熄滅然後進入)。
我的想法是,我的相對速度系統是不正確的,導致它不正確的反應。
我徹底調試了我的代碼,並且相當肯定它是我的數學。任何人都在意分享一些見解?
VEC2類別:
package JavaProphet.Profis.Geometry;
/**
* Created by JavaProphet on 12/8/13 at 12:28 PM.
*/
public class Vec2 {
private final double x;
private final double y;
public static final Vec2 ZERO_VEC = new Vec2(0D, 0D);
/**
* Empty Vector.
*/
public Vec2() {
x = 0D;
y = 0D;
}
public String toString() {
return "<" + getX() + ", " + getY() + ">";
}
/**
* Uses basic trigonometry to create a Vec2 from a radian.
*
* @param rad The radian.
*/
public Vec2(double rad) {
x = Math.sin(rad);
y = Math.cos(rad);
}
/**
* Assigns a vector it's value.
*/
public Vec2(double x, double y) {
this.x = x;
this.y = y;
}
/**
* Assigns a vector it's value from a double array of length 2.
*/
public Vec2(double v[]) {
this.x = v[0];
this.y = v[1];
}
/**
* Assigns a vector it's value from subtraction of position.
*
* @param x x1
* @param x2 x2
* @param y y1
* @param y2 y
*/
public Vec2(double x, double y, double x2, double y2) {
this.x = x2 - x;
this.y = y2 - y;
}
/**
* @return The x value from the vector.
*/
public double getX() {
return x;
}
/**
* @return The y value from the vector.
*/
public double getY() {
return y;
}
/**
* Adds two vectors.
*/
public Vec2 add(Vec2 vec) {
return new Vec2(getX() + vec.getX(), getY() + vec.getY());
}
/**
* Subtracts two vectors.
*/
public Vec2 sub(Vec2 vec) {
return new Vec2(getX() - vec.getX(), getY() - vec.getY());
}
/**
* Performs a dot product on two vectors.
*/
public double dot(Vec2 vec) {
return getX() * vec.getX() + getY() * vec.getY();
}
/**
* Scales magnitude of a vector by a scalar.
*
* @param sc The scalar.
*/
public Vec2 scale(double sc) {
return new Vec2(getX() * sc, getY() * sc);
}
/**
* Scales magnitude of a vector by two scalars.
*
* @param x The x scalar.
* @param y The y scalar.
*/
public Vec2 scale(double x, double y) {
return new Vec2(getX() * x, getY() * y);
}
public boolean equals(Vec2 vec) {
return vec.getX() == getX() && vec.getY() == getY();
}
public double relativeCosine(Vec2 vec) {
double d = dot(vec);
double rc = d/(getMagnitude() * vec.getMagnitude());
return rc;
}
public double relativeRadian(Vec2 vec) {
return Math.acos(relativeCosine(vec));
}
public double getRot() {
return Math.atan2(getY(), getX());
}
/**
* Rotates the vector around the origin.
*
* @param rad A radian to rotate by.
* @return The result.
*/
public Vec2 rot(double rad) {
double sin = Math.sin(rad);
double cos = Math.cos(rad);
double t1 = ((cos * getX()) - (sin * getY()));
double t2 = ((sin * getX()) + (cos * getY()));
return new Vec2(t1, t2);
}
/**
* Retrieves the slope for this vector.
*
* @param vec A vector in which is paired to make a line segment.
* @return A slope.
*/
public double slope(Vec2 vec) {
return (vec.getX() - getX())/(vec.getY() - getY());
}
/**
* Scales magnitude of a vector to a tracable amount. (1/x, 1/y)
*/
public Vec2 tscale() {
return new Vec2(1D/getX(), 1D/getY());
}
/**
* Inverts a vector(-x, -y).
*/
public Vec2 invert() {
return new Vec2(-getX(), -getY());
}
private double mag = 0D; // magnitude cannot be 0, so if zero, calc mag.
/**
* Return the length, or magnitude of a vector, uses sqrt.
*/
public double getMagnitude() {
if(mag == 0D && (getX() != 0D || getY() != 0D)) {
mag = Math.sqrt(Math.pow(getX(), 2) + Math.pow(getY(), 2));
}
return mag;
}
/**
* Converts a vector to a unit vector (x/length, y/length), uses sqrt.
*/
public Vec2 uscale() {
double length = getMagnitude();
return new Vec2(getX()/length, getY()/length);
}
/**
* Converts a vector to a unit vector (x/length, y/length), uses sqrt.
*/
public Vec2 hat() {
return uscale();
}
}
將計算分解成多行,打印出每行,並驗證輸出 – vandale
是的(正如vandale所說),我的物理學已經生鏽,但並不是真正的問題getLinearVelocity()。sub(shape.getLinearVelocity ())。dot(nv)))大於1,它不應該是。你能發佈getLinearVelocity嗎? –
@JimW這裏是我提出的輸出:。 getLinearVelocity()子(shape.getLinearVelocity())點(NV))= 2.0 getLinearVelocity(。)子(shape.getLinearVelocity())= <0.0, 2.0> getLinearVelocity( )= <0.0, 1.0> shape.getLinearVelocity()= <0.0, -1.0> NV = <0.0, 1.0> FV = <-0.0, -4.0> – user2507230