万有引用公式:
其中G为万有引力常数
var
numParticles:
uint
=
50
;
//粒子总数
var
G:
Number
=
0.03
;
//万有引力常数
var
particles:
Array
=
new
Array
(numParticles);
var
bounce:
Number
=-
0.4
;
//边界反弹系统
//初始化
function
init():
void
{
particles =
new
Array
();
for
(
var
i:
uint
=
0
; i < numParticles; i++) {
var
size:
Number
=Math.random()*
12
+
3
;
var
particle:Ball=
new
Ball(size,Math.random()*
0xffffff
);
particle.x=Math.random()*stage.stageWidth;
particle.y=Math.random()*stage.stageHeight;
particle.mass=Math.PI * size * size;
//质量与球截面积关联,即从视觉效果上看,个头越大,越重
addChild(particle);
particles.push(particle);
}
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
}
function
EnterFrameHandler(event:Event):
void
{
for
(
var
i:
uint
=
0
; i < numParticles; i++) {
var
particle:Ball=particles[i];
particle.x+=particle.vx;
particle.y+=particle.vy;
}
for
(i=
0
; i < numParticles -
1
; i++) {
var
partA:Ball=particles[i];
for
(
var
j:
uint
= i +
1
; j < numParticles; j++) {
var
partB:Ball=particles[j];
checkCollision(partA,partB);
//检测碰撞
gravitate(partA, partB);
//万有引力处理
}
checkWalls(partA);
//边界检测
}
}
//万有引力处理
function
gravitate(partA:Ball, partB:Ball):
void
{
var
dx:
Number
=partB.x-partA.x;
var
dy:
Number
=partB.y-partA.y;
var
distSQ:
Number
=dx*dx+dy*dy;
var
dist:
Number
=Math.sqrt(distSQ);
var
force:
Number
=G*partA.mass*partB.mass/distSQ;
//计算partA与partB的万有引力
var
forceX:
Number
=force*dx/dist;
//即:force * cos(a) --万有引力在x方向上的分量
var
forceY:
Number
=force*dy/dist;
//即:force * sin(a) --万有引力在y方向上的分量
partA.vx+=forceX/partA.mass;
//牛顿定律a = F/m 在这里得到体现
partA.vy+=forceY/partA.mass;
partB.vx-=forceX/partB.mass;
partB.vy-=forceY/partB.mass;
}
//动量守恒的碰撞检测
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) {
var
angle:
Number
=Math.atan2(dy,dx);
var
sin:
Number
=Math.sin(angle);
var
cos:
Number
=Math.cos(angle);
var
pos0:Point=
new
Point(
0
,
0
);
var
pos1:Point=rotate(dx,dy,sin,cos,
true
);
var
vel0:Point=rotate(ball0.vx,ball0.vy,sin,cos,
true
);
var
vel1:Point=rotate(ball1.vx,ball1.vy,sin,cos,
true
);
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;
var
sumRadius:
Number
=ball0.radius+ball1.radius;
var
overlap:
Number
=sumRadius-Math.abs(pos0.x-pos1.x);
var
aRadio:
Number
=ball0.radius/sumRadius;
var
bRadio:
Number
=ball1.radius/sumRadius;
if
(overlap>
0
) {
if
(pos0.x>pos1.x) {
pos0.x+=overlap*aRadio;
pos1.x-=overlap*bRadio;
}
else
{
pos0.x-=overlap*aRadio;
pos1.x+=overlap*bRadio;
}
}
var
pos0F:
Object
=rotate(pos0.x,pos0.y,sin,cos,
false
);
var
pos1F:
Object
=rotate(pos1.x,pos1.y,sin,cos,
false
);
ball1.x=ball0.x+pos1F.x;
ball1.y=ball0.y+pos1F.y;
ball0.x=ball0.x+pos0F.x;
ball0.y=ball0.y+pos0F.y;
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;
}
}
//坐标旋转辅助方法
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;
}
//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;
}
}
init();
btnReset.addEventListener(MouseEvent.MOUSE_DOWN,MouseDownHandler);
function
MouseDownHandler(e:MouseEvent):
void
{
removeEventListener(Event.ENTER_FRAME, EnterFrameHandler);
for
(
var
i:
uint
=
0
; i < numParticles; i++) {
var
particle:Ball=particles[i];
particle.x=Math.random()*stage.stageWidth;
particle.y=Math.random()*stage.stageHeight;
particle.vx=
0
;
particle.vy=
0
;
}
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
}
代码虽然很长,但是其中有很多都是上一篇里封装好的方法直接复制过来的,应该不难理解
再来模拟一下地球绕着太阳转:
var
numParticles:
uint
=
2
;
//粒子总数
var
G:
Number
=
0.03
;
//万有引力常数
var
particles:
Array
=
new
Array
(numParticles);
var
i:
Number
=
0
;
//初始化
function
init():
void
{
particles =
new
Array
();
var
sun:Ball =
new
Ball(
30
,
0xff0000
);
sun.x = stage.stageWidth /
2
;
sun.y = stage.stageHeight /
2
;
sun.mass =
900000
;
addChild(sun);
particles.push(sun);
var
planet:Ball =
new
Ball(
10
,
0x0000ff
);
planet.x = stage.stageWidth /
2
+
200
;
planet.y = stage.stageHeight /
2
;
planet.vy =
8
;
planet.mass =
1
;
addChild(planet);
particles.push(planet);
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
graphics.lineStyle(
1
,
0xdddddd
);
graphics.moveTo(planet.x,planet.y);
}
function
EnterFrameHandler(event:Event):
void
{
for
(
var
i:
uint
=
0
; i < numParticles; i++) {
var
particle:Ball=particles[i];
particle.x+=particle.vx;
particle.y+=particle.vy;
}
for
(i=
0
; i < numParticles -
1
; i++) {
var
partA:Ball=particles[i];
for
(
var
j:
uint
= i +
1
; j < numParticles; j++) {
var
partB:Ball=particles[j];
gravitate(partA, partB);
//万有引力处理
}
}
}
//万有引力处理
function
gravitate(partA:Ball, partB:Ball):
void
{
var
dx:
Number
=partB.x-partA.x;
var
dy:
Number
=partB.y-partA.y;
var
distSQ:
Number
=dx*dx+dy*dy;
var
dist:
Number
=Math.sqrt(distSQ);
var
force:
Number
=G*partA.mass*partB.mass/distSQ;
//计算partA与partB的万有引力
var
forceX:
Number
=force*dx/dist;
//即:force * cos(a) --万有引力在x方向上的分量
var
forceY:
Number
=force*dy/dist;
//即:force * sin(a) --万有引力在y方向上的分量
/*
partA.vx+=forceX/partA.mass;//牛顿定律a = F/m 在这里得到体现
partA.vy+=forceY/partA.mass;
*/
partB.vx-=forceX/partB.mass;
partB.vy-=forceY/partB.mass;
trace
(i);
if
(i<=
1000
){
graphics.lineTo(partB.x,partB.y);
i++;
}
else
{
graphics.clear();
graphics.lineStyle(
1
,
0xdddddd
);
graphics.moveTo(partB.x,partB.y);
i=
0
;
}
}
init();
代码就是在第一段的基础上修改的,可以看到在"远日点"速度较慢(因为距离越远,万有引力越小,对应的加速度也较小),在"近日点"速度较快(距离越近,万有引力越大,对应的加速度也较大)
节点花园NodeGarden:
为啥叫这个名字,我也说不上来,反正ActionScript3.0 in Animation一书的作者是这么叫的。
var
particles:
Array
;
var
numParticles:
uint
=
60
;
var
minDist:
Number
=
100
;
var
springAmount:
Number
=
0.0004
;
var
friction:
Number
=
0.9995
;
function
init():
void
{
stage.scaleMode=StageScaleMode.NO_SCALE;
stage.align=StageAlign.TOP_LEFT;
particles =
new
Array
();
for
(
var
i:
uint
=
0
; i < numParticles; i++) {
var
particle:Ball=
new
Ball(Math.random()*
3
+
2
,
0xffffff
);
particle.x=Math.random()*stage.stageWidth;
particle.y=Math.random()*stage.stageHeight;
particle.vx=Math.random()*
6
-
3
;
particle.vy=Math.random()*
6
-
3
;
addChild(particle);
particles.push(particle);
}
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
}
function
EnterFrameHandler(event:Event):
void
{
graphics.clear();
for
(
var
i:
uint
=
0
; i < numParticles; i++) {
var
particle:Ball=particles[i];
particle.x+=particle.vx;
particle.y+=particle.vy;
//屏幕环绕处理
if
(particle.x>stage.stageWidth) {
particle.x=
0
;
}
else
if
(particle.x <
0
) {
particle.x=stage.stageWidth;
}
if
(particle.y>stage.stageHeight) {
particle.y=
0
;
}
else
if
(particle.y <
0
) {
particle.y=stage.stageHeight;
}
}
for
(i=
0
; i < numParticles -
1
; i++) {
var
partA:Ball=particles[i];
for
(
var
j:
uint
= i +
1
; j < numParticles; j++) {
var
partB:Ball=particles[j];
spring(partA, partB);
//每个粒子均与其它粒子进行弹性运动处理
}
partA.vx *= friction;
partA.vy *= friction;
}
}
function
spring(partA:Ball, partB:Ball):
void
{
var
dx:
Number
=partB.x-partA.x;
var
dy:
Number
=partB.y-partA.y;
var
dist:
Number
=Math.sqrt(dx*dx+dy*dy);
if
(dist<minDist) {
graphics.lineStyle(
1
,
0x00ff00
,
1
- dist / minDist);
//注意这里的透明度设置:二球越来越近时,线条越来越明显,距离越来越远时,线条越来越淡
graphics.moveTo(partA.x, partA.y);
graphics.lineTo(partB.x, partB.y);
//类似弹性运动处理
var
ax:
Number
=dx*springAmount;
var
ay:
Number
=dy*springAmount;
//A球加速
partA.vx+=ax;
partA.vy+=ay;
//B球减速
partB.vx-=ax;
partB.vy-=ay;
//一个球越来越快,一个球越来越慢,所以会不断拉近(当然:前提是在有效距离内)
}
}
init();
关于这个效果,建议初次接触的同学们,先回顾一下弹性运动:Flash/Flex学习笔记(40):弹性运动续--弹簧
可以稍加改进,加入质量因素:
var
particles:
Array
;
var
numParticles:
uint
=
30
;
var
minDist:
Number
=
120
;
var
springAmount:
Number
=
0.03
;
var
friction:
Number
=
0.998
;
var
stageHeight:
Number
= stage.stageHeight;
var
stageWidth:
Number
= stage.stageWidth;
function
init():
void
{
stage.scaleMode=StageScaleMode.NO_SCALE;
stage.align=StageAlign.TOP_LEFT;
particles =
new
Array
();
for
(
var
i:
uint
=
0
; i < numParticles; i++) {
var
particle:Ball=
new
Ball(Math.random()*
5
+
2
,
0xffffff
);
particle.x=Math.random()*stageWidth;
particle.y=Math.random()*stageHeight;
particle.vx=Math.random()*
6
-
3
;
particle.vy=Math.random()*
6
-
3
;
particle.mass = Math.PI*particle.radius*particle.radius;
//加入质量
addChild(particle);
particles.push(particle);
}
addEventListener(Event.ENTER_FRAME, EnterFrameHandler);
stage.addEventListener(MouseEvent.MOUSE_MOVE,MouseMoveHandler);
}
//鼠标互动
function
MouseMoveHandler(e:MouseEvent):
void
{
var
dx:
Number
= mouseX - stageWidth/
2
;
var
dy:
Number
= mouseY - stageHeight/
2
;
for
(
var
i:
uint
=
0
; i < numParticles; i++) {
var
b:Ball=particles[i];
b.x -= dx/b.mass;
b.y -= dy/b.mass;
}
}
function
EnterFrameHandler(e:Event):
void
{
graphics.clear();
for
(
var
i:
uint
=
0
; i < numParticles; i++) {
var
particle:Ball=particles[i];
particle.x+=particle.vx;
particle.y+=particle.vy;
//屏幕环绕处理
if
(particle.x>stageWidth) {
particle.x=
0
;
}
else
if
(particle.x <
0
) {
particle.x=stageWidth;
}
if
(particle.y>stageHeight) {
particle.y=
0
;
}
else
if
(particle.y <
0
) {
particle.y=stageHeight;
}
}
for
(i=
0
; i < numParticles -
1
; i++) {
var
partA:Ball=particles[i];
for
(
var
j:
uint
= i +
1
; j < numParticles; j++) {
var
partB:Ball=particles[j];
spring(partA, partB);
//每个粒子均与其它粒子进行弹性运动处理
}
partA.vx *= friction;
partA.vy *= friction;
}
}
function
spring(partA:Ball, partB:Ball):
void
{
var
dx:
Number
=partB.x-partA.x;
var
dy:
Number
=partB.y-partA.y;
var
dist:
Number
=Math.sqrt(dx*dx+dy*dy);
if
(dist<minDist) {
graphics.lineStyle(
1
,
0x00ff00
,
1
- dist / minDist);
//注意这里的透明度设置:二球越来越近时,线条越来越明显,距离越来越远时,线条越来越淡
graphics.moveTo(partA.x, partA.y);
graphics.lineTo(partB.x, partB.y);
//类似弹性运动处理
var
ax:
Number
=dx*springAmount;
var
ay:
Number
=dy*springAmount;
//A球加速
partA.vx+=ax/partA.mass;
partA.vy+=ay/partA.mass;
//B球减速
partB.vx-=ax/partB.mass;
partB.vy-=ay/partB.mass;
//一个球越来越快,一个球越来越慢,所以会不断拉近(当然:前提是在有效距离内)
}
}
init();
下面这种效果也是很多Flash网站上都有的,效果还不错,而且原理也很简单:var
ballCount:
uint
=
100
;
var
friction:
Number
=
0.95
;
var
massRadio =
0.005
;
var
arrBall:
Array
=
new
Array
(ballCount);
var
stageWidth:
Number
= stage.stageWidth;
var
stageHeight:
Number
= stage.stageHeight;
for
(
var
i:
uint
=
0
;i<ballCount;i++){
arrBall[i] =
new
Ball(Math.random()*
10
+
3
,Math.random()*
0xffffff
);
arrBall[i].x = Math.random()*stageWidth;
arrBall[i].y = Math.random()*stageHeight;
arrBall[i].mass = massRadio * arrBall[i].radius;
addChild(arrBall[i]);
}
stage.addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
stage.addEventListener(MouseEvent.MOUSE_MOVE,MouseMoveHandler);
function
EnterFrameHandler(e:Event):
void
{
for
(
var
i:
uint
=
0
;i<ballCount;i++){
var
b:Ball = arrBall[i];
b.vx *=friction;
b.vy *=friction;
b.x += b.vx;
b.y += b.vy;
//屏幕环绕处理
if
(b.x>stageWidth+b.radius){
b.x=-b.radius;
}
else
if
(b.x<-b.radius){
b.x = stageWidth+b.radius;
}
if
(b.y>stageHeight+b.radius){
b.y=-b.radius;
}
else
if
(b.y<-b.radius){
b.y = stageHeight+b.radius;
}
}
}
function
MouseMoveHandler(e:MouseEvent):
void
{
var
CenterX:
Number
=
0.5
*stageWidth;
var
CenterY:
Number
=
0.5
*stageHeight;
var
dx:
Number
= mouseX - CenterX;
var
dy:
Number
= mouseY - CenterY;
for
(
var
i:
uint
=
0
;i<ballCount;i++){
var
b:Ball = arrBall[i];
//设置速度
b.vx = -dx*b.mass;
b.vy = -dy*b.mass;
}
}
下面这个是它的变种: