How to make a realistic roulette ball spinning animation
I'm using PhysicsJS to make a 2D roulette ball spinning animation.
So far, I've implemented the following:
rigidConstraints.distanceConstraint( wheel, ball, 1 ); world.add(Physics.integrator('verlet', { drag: 0.9 })); My questions:
I have already a very high
drag value, but it doesn't look like it's doing anything  The distance constraint should keep the ball from escaping, not from getting closer to the wheel.
angularVelocity: -0.005 not work at all on the wheel?  My code, also on JSfiddle
Physics(function (world) {
    var viewWidth = window.innerWidth
        ,viewHeight = window.innerHeight
        ,renderer
        ;
    world.add(Physics.integrator('verlet', {
        drag: 0.9
    }));
    var rigidConstraints = Physics.behavior('verlet-constraints', {
        iterations: 10
    });
    // create a renderer
    renderer = Physics.renderer('canvas', {
        el: 'viewport'
        ,width: viewWidth
        ,height: viewHeight
    });
    // add the renderer
    world.add(renderer);
    // render on each step
    world.on('step', function () {
        world.render();
    });
    // create some bodies
    var ball = Physics.body('circle', {
        x: viewWidth / 2
        ,y: viewHeight / 2 - 300
        ,vx: -0.05
        ,mass: 0.1
        ,radius: 10
        ,cof: 0.99
        ,styles: {
            fillStyle: '#cb4b16'
            ,angleIndicator: '#72240d'
        }
    })
    var wheel = Physics.body('circle', {
        x: viewWidth / 2
        ,y: viewHeight / 2
        ,angularVelocity: -0.005
        ,radius: 100
        ,mass: 100
        ,restitution: 0.35
        // ,cof: 0.99
        ,styles: {
            fillStyle: '#6c71c4'
            ,angleIndicator: '#3b3e6b'
        }
        ,treatment: "static"
    });
    world.add(ball);
    world.add(wheel);
    rigidConstraints.distanceConstraint( wheel, ball, 1 );
    world.add( rigidConstraints );
    // add things to the world
    world.add([
        Physics.behavior('interactive', { el: renderer.el })
        ,Physics.behavior('newtonian', { strength: 5 })
        ,Physics.behavior('body-impulse-response')
        ,Physics.behavior('body-collision-detection')
        ,Physics.behavior('sweep-prune')
    ]);
    // subscribe to ticker to advance the simulation
    Physics.util.ticker.on(function( time ) {
        world.step( time );
    });
    // start the ticker
    Physics.util.ticker.start();
});
Drag has a bug in that version of PhysicsJS, try using the most updated version from github. https://github.com/wellcaffeinated/PhysicsJS/issues/94
Unfortunately the distance constraint imposes a fixed distance. So to prevent the ball's escape in that way, you'd need to implement your own behavior. (more below)
 You'll have to change behavior: "static" to be behavior: "kinematic" .  Static bodies don't ever move on their own.  
To create a custom behavior check out the documentation here: https://github.com/wellcaffeinated/PhysicsJS/wiki/Behaviors#creating-a-custom-behavior
In order to get the functionality you're describing, you'll need to do something like this:
// in the behave method
// calculate the displacement of the ball from the wheel... something like....
disp.clone( wheel.state.pos ).vsub( ball.state.pos );
// if it's greater than max distance, then move it back inside the max radius
if ( disp.norm() > maxDist ){
    var moveBy = disp.norm() - maxDist;
    disp.normalize(); // unit vector towards the wheel
    disp.mult( moveBy );
    ball.state.pos.vadd( disp ); // move it back inside the max radius
}
Of course, this is a "just get it done" way of doing this but it should work.
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