因此,我在大学项目中使用C ++在Unreal Engine 4中制作了这个太阳系模拟器,但是,我是C ++和UE4的新手,我精通数学,因此我需要一些帮助,我想使用现在,Euler积分器只是为了获得一些基本物理学知识,并使月球绕地球运行,然后继续使用“速度Verlet”方法并以此方式构建整个太阳系。但是,到目前为止,即使是Euler集成也无法正常工作。这是Moon.cpp中的代码
//Declare the masses
float MMass = 109.456;
float EMass = 1845.833;
//New velocities
float NewMVelX = 0.0;
float NewMVelY = 0.0;
float NewMVelZ = 0.0;
//Distance
float DistanceX = 0.0;
float DistanceY = 0.0;
float DistanceZ = 0.0;
//Earth's velocity
float EVelocityX = 0.0;
float EVelocityY = 0.0;
float EVelocityZ = 0.0;
//Moon's base velocity
float MVelocityX = 0.1;
float MVelocityY = 0.0;
float MVelocityZ = 0.0;
//Moon's acceleration
float MForceX = 0.0;
float MForceY = 0.0;
float MForceZ = 0.0;
//New position
float MPositionX = 0.0;
float MPositionY = 0.0;
float MPositionZ = 0.0;
// Called every frame
void AMoon::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
//Get Earth Location
FVector EPosition = FVector(0.0, 0.0, 0.0);
//Get Moon Location
FVector MPosition = GetActorLocation();
//Get the distance between the 2 bodies
DistanceX = (MPosition.X - EPosition.X) / 100;
DistanceY = (MPosition.Y - EPosition.Y) / 100;
//DistanceZ = MPosition.Z - EPosition.Z / 100;
//Get the acceleration/force for every axis
MForceX = G * MMass * EMass / (DistanceX * DistanceX);
MForceY = G * MMass * EMass / (DistanceY * DistanceY);
//MForceZ = G * MMass * EMass / (DistanceZ * DistanceZ);
//Get the new velocity
NewMVelX = MVelocityX + MForceX;
NewMVelY = MVelocityY + MForceY;
//NewMVelZ = MVelocityZ + MForceZ * DeltaTime;
//Get the new location
MPositionX = (MPosition.X) + NewMVelX;
MPositionY = (MPosition.Y) + NewMVelY;
//MPositionZ = MPosition.Z * (MVelocityZ + NewMVelZ) * 0.5 * DeltaTime;
//Set the new velocity on the old one
MVelocityX = NewMVelX;
MVelocityY = NewMVelY;
//MVelocityZ = NewMVelZ;
//Assign the new location
FVector NewMPosition = FVector(MPositionX, MPositionY, MPositionZ);
//Set the new location
SetActorLocation(NewMPosition);
}
这些值可能不正确,此时我只是在进行测试。我将此代码基于在Google和多个网站上获得的不同信息,但目前我很困惑。发生的事情是,月亮仅开始向1个方向运行,而永不停止。我知道我的问题是地球的力/加速度/实际重力,它应该拉动月球而不要将其推开。但是无论如何,如果有人知道我在做什么错,我将非常感谢您听到我要说的话!谢谢
力取决于欧几里德旋转不变的距离。因此使用
distance = sqrt(distanceX²+distanceY²+distanceZ²)
force = - G*Emass*Mmass/distance²
forceX = force * X/distance
forceY = force * Y/distance
forceZ = force * Z/distance
速度的时间步进也是错误的,应该是
velocityX += forceX/Mmass * deltaTime
velocityY += forceY/Mmass * deltaTime
velocityZ += forceZ/Mmass * deltaTime
当然,位置更新还包含时间步长
positionX += velocityX * deltaTime
....
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我来说两句