问题
I have a simple physics sim with some bouncing balls. I'm trying to add a bounding box of "walls" but having problems.
any examples would be great :) meantime
looking at the cool ascii art docs here
* (wall)
* |
* | (normal) (origin)
* | ---> *
* |
* | (distance)
* ...................
* (100px)
*
* e.g., Wall({normal : [1,0,0], distance : 100})
my guess is that adding a wall of
@walls.push = new Wall({normal : [1,0,0], distance : 5})
should be a wall of just 5 pixels left of the origin.
my questions are: - how do we set the origin of the physics engine? I don't see an origin property here in the PhysicsEngine should i attach a modifier to it?
are engine coords in a 0~1 range? ie 0.5? or screen pixels?
since walls only take a single distance (effectively like a radius), with direction being set by the normals, are they always facing inwards to the origin? ie you can't have a wall facing outwards?
default Walls() looking at the source this should create a bounding box the size of the viewport but doesn't seem to work...
Here's a public repo with the code/demo so far
- and here's a running demo with no walls :(
回答1:
The physics engine defaults with the origin centered and the walls must be defined relative to the center using the context size. I have not played around with changing the origin of the PhysicsEngine itself, but it's just going to be relative anyway to the modifiers on your surfaces.
Here is a working wall example.. just click the ball to give it some initial velocity!
Hope you can derive some help from this example!
Good Luck!
var Engine = require('famous/core/Engine');
var Surface = require('famous/core/Surface');
var EventHandler = require('famous/core/EventHandler');
var View = require('famous/core/View');
var Transform = require('famous/core/Transform');
var StateModifier = require('famous/modifiers/StateModifier');
var PhysicsEngine = require('famous/physics/PhysicsEngine');
var Body = require('famous/physics/bodies/Body');
var Circle = require('famous/physics/bodies/Circle');
var Wall = require('famous/physics/constraints/Wall');
var context = Engine.createContext();
var handler = new EventHandler();
var physicsEngine = new PhysicsEngine();
var ball = new Surface ({
size: [200,200],
properties: {
backgroundColor: 'red',
borderRadius: '100px'
}
})
ball.state = new StateModifier({origin:[0.5,0.5]});
ball.particle = new Circle({radius:100});
physicsEngine.addBody(ball.particle);
ball.on("click",function(){
ball.particle.setVelocity([1,1,0]);
});
context.add(ball.state).add(ball)
var leftWall = new Wall({normal : [1,0,0], distance : window.innerWidth/2.0, restitution : 0.5});
var rightWall = new Wall({normal : [-1,0,0], distance : window.innerWidth/2.0, restitution : 0.5});
var topWall = new Wall({normal : [0,1,0], distance : window.innerHeight/2.0, restitution : 0.5});
var bottomWall = new Wall({normal : [0,-1,0], distance : window.innerHeight/2.0, restitution : 0.5});
physicsEngine.attach( leftWall, [ball.particle]);
physicsEngine.attach( rightWall, [ball.particle]);
physicsEngine.attach( topWall, [ball.particle]);
physicsEngine.attach( bottomWall,[ball.particle]);
Engine.on('prerender', function(){
ball.state.setTransform(ball.particle.getTransform())
});
回答2:
I found johntraver's answer above and it answered all of my questions re: implementing the physics engine. The one minor hiccup was that it didn't work for me (0.2.0). This was due to the fact that the contextSize was getting set to [0,0] so all of the walls were located at the center of the screen. This led me to turn the wall setup into a function and call it with Engine.nextTick(). This way the context has size when the walls are put into place. Then just for kicks I added another call to the same function on Engine resize. This also required that the walls be detached before being recreated to avoid creating an endless number of walls with a field that only got smaller.
Here is my tweak of the above answer:
/* globals define */
define(function(require, exports, module) {
'use strict';
// import dependencies
var Engine = require('famous/core/Engine');
var Surface = require('famous/core/Surface');
var EventHandler = require('famous/core/EventHandler');
var View = require('famous/core/View');
var Transform = require('famous/core/Transform');
var StateModifier = require('famous/modifiers/StateModifier');
var PhysicsEngine = require('famous/physics/PhysicsEngine');
var Body = require('famous/physics/bodies/Body');
var Circle = require('famous/physics/bodies/Circle');
var Wall = require('famous/physics/constraints/Wall');
function wallBounce() {
var context = Engine.createContext();
var contextSize;// = context.getSize();
var handler = new EventHandler();
var physicsEngine = new PhysicsEngine();
var ball = new Surface ({
size: [200,200],
properties: {
backgroundColor: 'red',
borderRadius: '100px'
}
})
ball.state = new StateModifier({origin:[0.5,0.5]});
ball.particle = new Circle({radius:100});
physicsEngine.addBody(ball.particle);
ball.on("click",function(){
ball.particle.setVelocity([.1,.13,0]);
});
context.add(ball.state).add(ball);
function setWalls() {
//console.log(contextSize[0]);
contextSize = context.getSize();
var leftWall = new Wall({normal : [1,0,0], distance : contextSize[0]/2.0, restitution : .5});
var rightWall = new Wall({normal : [-1,0,0], distance : contextSize[0]/2.0, restitution : .5});
var topWall = new Wall({normal : [0,1,0], distance : contextSize[1]/2.0, restitution : .5});
var bottomWall = new Wall({normal : [0,-1,0], distance : contextSize[1]/2.0, restitution : .5});
physicsEngine.detachAll();
physicsEngine.attach( leftWall, [ball.particle]);
physicsEngine.attach( rightWall, [ball.particle]);
physicsEngine.attach( topWall, [ball.particle]);
physicsEngine.attach( bottomWall,[ball.particle]);
};
Engine.nextTick(setWalls);
Engine.on('resize',setWalls);
Engine.on('prerender', function(){
ball.state.setTransform(ball.particle.getTransform())
});
};
new wallBounce();
});
来源:https://stackoverflow.com/questions/23399011/how-to-add-walls-to-a-famo-us-physics-simulation