I'm using a modified version of the beachBalls example, with no friction, no air friction, and restitution of 1. When I let it run in the demo window, the balls eventually stop bouncing and come to a stop. I would expect them to keep bouncing indefinitely.
(function() {
var World = Matter.World,
Bodies = Matter.Bodies,
Composites = Matter.Composites;
Example.frictionlessBeachBalls = function(demo) {
var engine = demo.engine,
world = engine.world;
// need random initialization
var stack = Composites.stack(0, 100, 3, 1, 20, 0, function(x, y) {
return Bodies.circle(x, y, 75, { restitution: 1, friction: 0, frictionAir: 0, frictionStatic: 0 });
});
World.add(world, stack);
};
})();
I also tried setting the restitution of the world boundaries to 1 (the code below is modified from the Demo.reset, and that did not help.
World.add(world, [
Bodies.rectangle(400, -offset, 800.5 + 2 * offset, 50.5, { isStatic: true, restitution: 1 }),
Bodies.rectangle(400, 600 + offset, 800.5 + 2 * offset, 50.5, { isStatic: true, restitution: 1 }),
Bodies.rectangle(800 + offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true, restitution: 1 }),
Bodies.rectangle(-offset, 300, 50.5, 600.5 + 2 * offset, { isStatic: true, restitution: 1 })
]);
I thought this might be an approximation issue when computing the effects of collisions and set high numbers for positionIterations, velocityIterations, and constraintIterations.
demo.engine.positionIterations = 1000
demo.engine.velocityIterations = 1000
demo.engine.constraintIterations = 1000
This did not help either.
Is this loss of energy due to numerical approximation errors, or can this energy loss be explicitly controlled? At the moment beyond adjusting restitution and friction I am unable to find ways to make energy conservation perfect.
I'm using a modified version of the beachBalls example, with no friction, no air friction, and restitution of 1. When I let it run in the demo window, the balls eventually stop bouncing and come to a stop. I would expect them to keep bouncing indefinitely.
I also tried setting the restitution of the world boundaries to 1 (the code below is modified from the
Demo.reset, and that did not help.I thought this might be an approximation issue when computing the effects of collisions and set high numbers for
positionIterations,velocityIterations, andconstraintIterations.This did not help either.
Is this loss of energy due to numerical approximation errors, or can this energy loss be explicitly controlled? At the moment beyond adjusting restitution and friction I am unable to find ways to make energy conservation perfect.