ric*_*ich 6 javascript rotation physics-engine matter.js
我是物理引擎的新手,但要开始我设想的项目,我需要使六边形在页面中心的固定位置连续旋转。
我想我从根本上误解了物理引擎的工作原理,但是当我调用 Matter.Body.rotate(hexagon, 1); 时 当由提供的参数 (1) 渲染时,它只是立即旋转六边形,并且不会旋转得更远。怎样才能让它连续旋转呢?
这是我的代码:
请注意,设置 setStatic 是为了使六边形不会掉出框架。
// module aliases
var Engine = Matter.Engine,
Render = Matter.Render,
World = Matter.World,
Bodies = Matter.Bodies;
Composites = Matter.Composites;
// create an engine
var engine = Engine.create();
// create a renderer
var render = Render.create({
element: document.body,
engine: engine
});
var hexagon = Bodies.polygon(375, 300, 6, 200, {inertia: Infinity}); // setting inertia to inifinty will prevent rotation upon collision
Matter.Body.setStatic(hexagon, true);
Matter.Body.rotate(hexagon, 1);
console.log(hexagon);
// Matter.Body.rotate(hexagon, 1)
// add all of the bodies to the world
World.add(engine.world, [hexagon]);
// run the engine
Engine.run(engine);
// run the renderer
Render.run(render);Run Code Online (Sandbox Code Playgroud)
<!DOCTYPE html>
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.5.11/p5.js"></script>
<!-- <script src="matter.js" type="text/javascript"></script> -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.12.0/matter.js"></script>
<!-- <script async src="hexagondwana.js"></script> -->
<script async src="hex_no_p5.js"></script>
</head>
<body>
</body>
</html>Run Code Online (Sandbox Code Playgroud)
您应该使用循环增加六边形的角度并使用 设置旋转Matter.Body.setAngle。这样做看起来像这样:
var hexagon = Bodies.polygon(375, 300, 6, 200, {
isStatic: true,
inertia: Infinity,// setting inertia to infinty will prevent rotation upon collision
rotationSpeed: 1 // Optional - you could substitute hexagon.rotationSpeed in updateRotation() with this number
});
World.add(world, [hexagon]);
function updateRotation() {
Matter.Body.setAngle(hexagon, hexagon.angle + hexagon.rotationSpeed);
requestAnimationFrame(updateRotation);
}
window.requestAnimationFrame(updateRotation);
Run Code Online (Sandbox Code Playgroud)
var hexagon = Bodies.polygon(375, 300, 6, 200, {
isStatic: true,
inertia: Infinity,// setting inertia to infinty will prevent rotation upon collision
rotationSpeed: 1 // Optional - you could substitute hexagon.rotationSpeed in updateRotation() with this number
});
World.add(world, [hexagon]);
function updateRotation() {
Matter.Body.setAngle(hexagon, hexagon.angle + hexagon.rotationSpeed);
requestAnimationFrame(updateRotation);
}
window.requestAnimationFrame(updateRotation);
Run Code Online (Sandbox Code Playgroud)
// module aliases
var Engine = Matter.Engine,
Render = Matter.Render,
World = Matter.World,
Body = Matter.Body,
Bodies = Matter.Bodies;
Composites = Matter.Composites;
// create an engine
var engine = Engine.create();
// create a renderer
var render = Render.create({
element: document.body,
engine: engine
});
var hexagon = Bodies.polygon(375, 300, 6, 200, {
isStatic: true,
inertia: Infinity,// setting inertia to infinty will prevent rotation upon collision
rotationSpeed: 1 // Optional
});
// add all of the bodies to the world
World.add(engine.world, [hexagon]);
// run the engine
Engine.run(engine);
function updateRotation() {
Body.setAngle(hexagon, hexagon.angle + hexagon.rotationSpeed);
requestAnimationFrame(updateRotation);
}
window.requestAnimationFrame(updateRotation);
// run the renderer
Render.run(render);Run Code Online (Sandbox Code Playgroud)
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