旋转 matter.js 视图与身体的旋转速度相同

如何解决旋转 matter.js 视图与身体的旋转速度相同

我正在编写关于科里奥利效应的物理模拟。我让一个空心的圆形物体在物质js中连续旋转。但是,我想以与旋转体相同的速度旋转整个 matter.js 视图/浏览器视图。外面的空心圆圈正在旋转。我附上了一张图片和代码。任何建议将不胜感激。

enter image description here

let Engine = Matter.Engine,Render = Matter.Render,World = Matter.World,Bodies = Matter.Bodies,Composites = Matter.Composites;
  Events = Matter.Events;
  Body = Matter.Body;
  Vector = Matter.Vector;
let engine = Engine.create();
let render = Render.create({
   element: document.body,engine: engine
  });
Engine.run(engine);

Render.run(render);


function containerPolygon(
  x,y,sides,radius
) {
  const width = 20;
  
  const extraLength = 1.15;
  
  const initialRotation =  0;
  

  const theta = (2 * Math.PI) / sides;
  const sideLength = ((2 * radius * theta) / 2) * extraLength;

  const parts = [];
  for (let i = 0; i < sides; i++) {
    // We'll build thin sides and then translate + rotate them appropriately.
    const body = Bodies.rectangle(0,sideLength,width);
    Body.rotate(body,i * theta);
    Body.translate(body,{
      x: radius * Math.sin(i * theta),y: -radius * Math.cos(i * theta),});
    parts.push(body);
  }
  const ret = Body.create({
    isStatic: true,inertia: Infinity,// setting inertia to infinty will prevent rotation upon collision
    rotationSpeed: 1,});
  Body.setParts(ret,parts);
  Body.translate(ret,{ x: x,y: y });
  return ret;
}
engine.world.gravity.y = 0;

var objects = [];

let ball = Bodies.circle(400,300,10,{
  frictionAir: 0,friction: 0,frictionStatic: 1,//restitution: 1,});
let rotating_circle = containerPolygon(400,100,250);
//initializing objects

objects.push(ball,rotating_circle);
// adding objects to array

World.add(engine.world,objects);

var trail = [];

Events.on(render,"afterRender",function () {
  trail.unshift({
    position: Vector.clone(ball.position),speed: ball.speed,});

  Render.startViewTransform(render);
  render.context.globalAlpha = 0.7;

  for (var i = 0; i < trail.length; i += 1) {
    var point = trail[i].position;
   

    render.context.fillStyle = "red";
    render.context.fillRect(point.x,point.y,2,2);
  }

  render.context.globalAlpha = 1;
  Render.endViewTransform(render);

//  if (trail.length > 2000) {
//    trail.pop();
//  }
});

function updateRotation() {
  Matter.Body.setAngle(
    rotating_circle,rotating_circle.angle + rotating_circle.rotationSpeed
  );
  requestAnimationFrame(updateRotation);
}
window.requestAnimationFrame(updateRotation);

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