动能公式:​Flash/Flex学习笔记(43):动量守恒与能量守恒_连线

 

动量公式:​Flash/Flex学习笔记(43):动量守恒与能量守恒_动量守恒_02

 

动量守恒:​Flash/Flex学习笔记(43):动量守恒与能量守恒_连线_03

 

能量守恒: ​Flash/Flex学习笔记(43):动量守恒与能量守恒_i++_04

 

根据这些规律可以得到下列方程组:

Flash/Flex学习笔记(43):动量守恒与能量守恒_i++_05

 

Flash/Flex学习笔记(43):动量守恒与能量守恒_i++_06

 

解该方程组,得到下面的公式:

Flash/Flex学习笔记(43):动量守恒与能量守恒_连线_07

 

Flash/Flex学习笔记(43):动量守恒与能量守恒_动量守恒_08

 

把这二个公式相减,可以得到:

Flash/Flex学习笔记(43):动量守恒与能量守恒_连线_09

即:

Flash/Flex学习笔记(43):动量守恒与能量守恒_连线_10

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:

Flash/Flex学习笔记(43):动量守恒与能量守恒_动量守恒_11

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:

Flash/Flex学习笔记(43):动量守恒与能量守恒_动量守恒_12

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

Flash/Flex学习笔记(43):动量守恒与能量守恒_动量守恒_13

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

Flash/Flex学习笔记(43):动量守恒与能量守恒_动量守恒_14

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.


作者:菩提树下的杨过