简单的3D粒子重力javascript

Simple 3D particle gravity in javascript?

本文关键字:javascript 粒子 3D 简单      更新时间:2023-09-26

我试图在我的3D环境中做一些简单的重力处理(我使用的是three.js)。我有一些代码,但是不能用。我希望它只是某个地方的一只愚蠢的虫子。编辑:替换旧代码

function handleGravity() {
    for(var j = 0; j < spheres.length; j++) {
        for(var i = 0; i < spheres.length; i++) {
            var r1 = new Array( spheres[j].position.x, spheres[j].position.y, spheres[j].position.z);
            var r2 = new Array( spheres[i].position.x, spheres[i].position.y, spheres[i].position.z);
            var r12 = new Array(r2[0]-r1[0], r2[1]-r1[1], r2[2]-r1[2]);
            var r12UnitVector = new Array( r12[0]/Math.abs(r12[0]), r12[1]/Math.abs(r12[1]),r12[2]/Math.abs(r12[2]) );
            var m1 = masses[j];
            var m2 = masses[i];
            var r12Squared = r12[0]*r12[0] + r12[1]*r12[1] + r12[2]*r12[2];
            var a12 = new Array( -(gravConst*m2/r12Squared)*r12UnitVector[0], -(gravConst*m2/r12Squared)*r12UnitVector[1], -(gravConst*m2/r12Squared)*r12UnitVector[2]);
            velocities[j][0] += a12[0]*timePassed;
            velocities[j][1] += a12[1]*timePassed;
            velocities[j][2] += a12[2]*timePassed;
        }
    }
}

如果你能看到任何错误,或给我任何提示使用JavaScript模拟许多粒子在3D环境中最有效的(我是非常新的物理+模拟),那将是了不起的!

这似乎可以工作:

function handleGravity() {
    for(var j = 0; j < spheres.length; j++) {
        for(var i = 0; i < spheres.length; i++) {
            if(i != j) {
                var r1 = new Array( spheres[j].position.x, spheres[j].position.y, spheres[j].position.z);
                var r2 = new Array( spheres[i].position.x, spheres[i].position.y, spheres[i].position.z);
                var r12 = new Array(r2[0]-r1[0], r2[1]-r1[1], r2[2]-r1[2]);
                var r12UnitVector = new Array( r12[0]/Math.abs(r12[0] + r12[1] + r12[2])/3, r12[1]/Math.abs(r12[0] + r12[1] + r12[2])/3, r12[2]/Math.abs(r12[0] + r12[1] + r12[2])/3 );
                var m1 = masses[j];
                var m2 = masses[i];
                var r12Squared = r12[0]*r12[0] + r12[1]*r12[1] + r12[2]*r12[2];
                var a12 = new Array( -(gravConst*m2/r12Squared)*r12UnitVector[0], -(gravConst*m2/r12Squared)*r12UnitVector[1], -(gravConst*m2/r12Squared)*r12UnitVector[2]);
                velocities[j][0] -= a12[0]*timePassed;
                velocities[j][1] -= a12[1]*timePassed;
                velocities[j][2] -= a12[2]*timePassed;
            }
        }
    }
}