处理粒子
Processing Particle
我一直在尝试对这个项目做点什么,但到目前为止总是失败 :) 所以决定在这里问 :)
我希望粒子绕着 Rock class 的椭圆运行,不是穿过它而是绕着它运行,就像河流中的岩石被水流过一样。有什么建议么 ?
int NUM_PARTICLES = 1000;
ParticleSystem p;
Rock r;
void setup()
{
smooth();
fullScreen(P2D);
//size(700,700,P2D);
//background(0);
p = new ParticleSystem();
r = new Rock();
}
void draw()
{
background(0);
p.update();
p.render();
r.rock();
}
float speed = 1;
class Particle
{
PVector position, velocity;
Particle()
{
position = new PVector(random(width),random(height));
velocity = new PVector();
}
void update()
{
velocity.x = speed*(noise(position.y));
velocity.y = speed*(noise(position.x));
position.add(velocity);
if(position.x<0)position.x+=width;
if(position.x>width)position.x-=width;
if(position.y<0)position.y+=height;
if(position.y>height)position.y-=height;
}
void render()
{
stroke(0, 0, 255, 80);
line(position.x,position.y,position.x-velocity.x,position.y-velocity.y);
}
}
class ParticleSystem
{
Particle[] particles;
ParticleSystem()
{
particles = new Particle[NUM_PARTICLES];
for(int i = 0; i < NUM_PARTICLES; i++)
{
particles[i]= new Particle();
}
}
void update()
{
for(int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].update();
}
}
void render()
{
for(int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].render();
}
}
}
class Rock{
void rock()
{
noFill();
stroke(255);
strokeWeight(4);
ellipse(mouseX,mouseY,50,50);
}
}
编辑:1
我昨天自己做了一些工作,我已经接近我想要的,仍然有一些视觉效果 issues.I 想要摆脱流动的边缘,当我移动鼠标时,我仍然可以从力上看到椭圆的线条。这是结果。
int NUM_PARTICLES = 9000;
ParticleSystem p;
Rock r;
void setup()
{
smooth();
size(700,700,P2D);
p = new ParticleSystem();
r = new Rock();
}
void draw()
{
background(0);
p.update();
p.render();
r.rock();
}
float speed = 2;
float rad = 100;
class Particle
{
PVector position, velocity;
float initialPosY;
Particle()
{
position = new PVector(random(width), random(height));
initialPosY = position.y;
velocity = new PVector();
}
void update()
{
velocity.x = speed;
velocity.y = 0;
float d = dist (position.x, position.y, mouseX, mouseY);
if (d < rad) {
float force = map(d, 0, rad, speed, 0);
if (position.x < mouseX) {
if (position.y < mouseY) {
velocity.y = -force;
} else {
velocity.y = force;
}
} else {
if (position.y < mouseY) {
velocity.y = force;
} else {
velocity.y = -force;
}
}
position.add(velocity);
} else {
position = new PVector(position.x+speed, initialPosY);
}
if (position.x<0)position.x+=width;
if (position.x>width)position.x-=width;
if (position.y<0)position.y+=height;
if (position.y>height)position.y-=height;
}
void render()
{
stroke(255, 255, 255, 80);
point(position.x, position.y);
}
}
class ParticleSystem
{
Particle[] particles;
ParticleSystem()
{
particles = new Particle[NUM_PARTICLES];
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i]= new Particle();
}
}
void update()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].update();
}
}
void render()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].render();
}
}
}
class Rock{
void rock()
{
noFill();
stroke(255);
strokeWeight(4);
ellipse(mouseX,mouseY,50,50);
}
}
让我们从更基础的东西开始:
PVector position;
PVector speed;
void setup() {
size(500, 500);
position = new PVector(250, 0);
speed = new PVector(0, 1);
}
void draw() {
background(0);
ellipse(position.x, position.y, 20, 20);
position.add(speed);
if (position.y > height) {
position.y = 0;
}
if (position.x < 0) {
position.x = width;
} else if (position.x > width) {
position.x = 0;
}
}
现在我们有了这个,我们需要将您的问题分解成更小的步骤。
步骤 1: 添加一个 "rock" 到草图。让我们把我们的放在鼠标位置:
void draw() {
background(0);
fill(0, 255, 0);
ellipse(mouseX, mouseY, 100, 100);
fill(0, 0, 255);
ellipse(position.x, position.y, 20, 20);
position.add(speed);
//rest of code unchanged
步骤 2: 添加确定粒子何时接近岩石的逻辑。现在,只需做一些简单的事情,比如改变石头的颜色:
if(dist(position.x, position.y, mouseX, mouseY) < 100){
fill(255, 0, 0);
}
else{
fill(0, 255, 0);
}
ellipse(mouseX, mouseY, 100, 100);
第 3 步: 现在我们知道粒子何时靠近岩石,添加逻辑以在岩石周围移动粒子。这是一个非常基本的方法:
if (dist(position.x, position.y, mouseX, mouseY) < 100) {
fill(255, 0, 0);
if (position.x < mouseX) {
position.x--;
} else {
position.x++;
}
} else {
fill(0, 255, 0);
}
你可以让这个逻辑更复杂,我建议你尝试一下,直到找到合适的效果。
把它们放在一起,看起来像这样:
PVector position;
PVector speed;
void setup() {
size(500, 500);
position = new PVector(250, 0);
speed = new PVector(0, 1);
}
void draw() {
background(0);
if (dist(position.x, position.y, mouseX, mouseY) < 100) {
fill(255, 0, 0);
if (position.x < mouseX) {
position.x--;
} else {
position.x++;
}
} else {
fill(0, 255, 0);
}
ellipse(mouseX, mouseY, 100, 100);
fill(0, 0, 255);
ellipse(position.x, position.y, 20, 20);
position.add(speed);
if (position.y > height) {
position.y = 0;
}
if (position.x < 0) {
position.x = width;
} else if (position.x > width) {
position.x = 0;
}
}
我昨天自己做了一些工作,我已经接近我想要的,仍然有一些视觉效果 issues.I 想要摆脱流动的边缘,当我移动鼠标时,我仍然可以从力上看到椭圆的线条。这是结果。
int NUM_PARTICLES = 9000;
ParticleSystem p;
Rock r;
void setup()
{
smooth();
size(700,700,P2D);
p = new ParticleSystem();
r = new Rock();
}
void draw()
{
background(0);
p.update();
p.render();
r.rock();
}
float speed = 2;
float rad = 100;
class Particle
{
PVector position, velocity;
float initialPosY;
Particle()
{
position = new PVector(random(width), random(height));
initialPosY = position.y;
velocity = new PVector();
}
void update()
{
velocity.x = speed;
velocity.y = 0;
float d = dist (position.x, position.y, mouseX, mouseY);
if (d < rad) {
float force = map(d, 0, rad, speed, 0);
if (position.x < mouseX) {
if (position.y < mouseY) {
velocity.y = -force;
} else {
velocity.y = force;
}
} else {
if (position.y < mouseY) {
velocity.y = force;
} else {
velocity.y = -force;
}
}
position.add(velocity);
} else {
position = new PVector(position.x+speed, initialPosY);
}
if (position.x<0)position.x+=width;
if (position.x>width)position.x-=width;
if (position.y<0)position.y+=height;
if (position.y>height)position.y-=height;
}
void render()
{
stroke(255, 255, 255, 80);
point(position.x, position.y);
}
}
class ParticleSystem
{
Particle[] particles;
ParticleSystem()
{
particles = new Particle[NUM_PARTICLES];
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i]= new Particle();
}
}
void update()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].update();
}
}
void render()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].render();
}
}
}
class Rock{
void rock()
{
noFill();
stroke(255);
strokeWeight(4);
ellipse(mouseX,mouseY,50,50);
}
}
我一直在尝试对这个项目做点什么,但到目前为止总是失败 :) 所以决定在这里问 :)
我希望粒子绕着 Rock class 的椭圆运行,不是穿过它而是绕着它运行,就像河流中的岩石被水流过一样。有什么建议么 ?
int NUM_PARTICLES = 1000;
ParticleSystem p;
Rock r;
void setup()
{
smooth();
fullScreen(P2D);
//size(700,700,P2D);
//background(0);
p = new ParticleSystem();
r = new Rock();
}
void draw()
{
background(0);
p.update();
p.render();
r.rock();
}
float speed = 1;
class Particle
{
PVector position, velocity;
Particle()
{
position = new PVector(random(width),random(height));
velocity = new PVector();
}
void update()
{
velocity.x = speed*(noise(position.y));
velocity.y = speed*(noise(position.x));
position.add(velocity);
if(position.x<0)position.x+=width;
if(position.x>width)position.x-=width;
if(position.y<0)position.y+=height;
if(position.y>height)position.y-=height;
}
void render()
{
stroke(0, 0, 255, 80);
line(position.x,position.y,position.x-velocity.x,position.y-velocity.y);
}
}
class ParticleSystem
{
Particle[] particles;
ParticleSystem()
{
particles = new Particle[NUM_PARTICLES];
for(int i = 0; i < NUM_PARTICLES; i++)
{
particles[i]= new Particle();
}
}
void update()
{
for(int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].update();
}
}
void render()
{
for(int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].render();
}
}
}
class Rock{
void rock()
{
noFill();
stroke(255);
strokeWeight(4);
ellipse(mouseX,mouseY,50,50);
}
}
编辑:1
我昨天自己做了一些工作,我已经接近我想要的,仍然有一些视觉效果 issues.I 想要摆脱流动的边缘,当我移动鼠标时,我仍然可以从力上看到椭圆的线条。这是结果。
int NUM_PARTICLES = 9000;
ParticleSystem p;
Rock r;
void setup()
{
smooth();
size(700,700,P2D);
p = new ParticleSystem();
r = new Rock();
}
void draw()
{
background(0);
p.update();
p.render();
r.rock();
}
float speed = 2;
float rad = 100;
class Particle
{
PVector position, velocity;
float initialPosY;
Particle()
{
position = new PVector(random(width), random(height));
initialPosY = position.y;
velocity = new PVector();
}
void update()
{
velocity.x = speed;
velocity.y = 0;
float d = dist (position.x, position.y, mouseX, mouseY);
if (d < rad) {
float force = map(d, 0, rad, speed, 0);
if (position.x < mouseX) {
if (position.y < mouseY) {
velocity.y = -force;
} else {
velocity.y = force;
}
} else {
if (position.y < mouseY) {
velocity.y = force;
} else {
velocity.y = -force;
}
}
position.add(velocity);
} else {
position = new PVector(position.x+speed, initialPosY);
}
if (position.x<0)position.x+=width;
if (position.x>width)position.x-=width;
if (position.y<0)position.y+=height;
if (position.y>height)position.y-=height;
}
void render()
{
stroke(255, 255, 255, 80);
point(position.x, position.y);
}
}
class ParticleSystem
{
Particle[] particles;
ParticleSystem()
{
particles = new Particle[NUM_PARTICLES];
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i]= new Particle();
}
}
void update()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].update();
}
}
void render()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].render();
}
}
}
class Rock{
void rock()
{
noFill();
stroke(255);
strokeWeight(4);
ellipse(mouseX,mouseY,50,50);
}
}
让我们从更基础的东西开始:
PVector position;
PVector speed;
void setup() {
size(500, 500);
position = new PVector(250, 0);
speed = new PVector(0, 1);
}
void draw() {
background(0);
ellipse(position.x, position.y, 20, 20);
position.add(speed);
if (position.y > height) {
position.y = 0;
}
if (position.x < 0) {
position.x = width;
} else if (position.x > width) {
position.x = 0;
}
}
现在我们有了这个,我们需要将您的问题分解成更小的步骤。
步骤 1: 添加一个 "rock" 到草图。让我们把我们的放在鼠标位置:
void draw() {
background(0);
fill(0, 255, 0);
ellipse(mouseX, mouseY, 100, 100);
fill(0, 0, 255);
ellipse(position.x, position.y, 20, 20);
position.add(speed);
//rest of code unchanged
步骤 2: 添加确定粒子何时接近岩石的逻辑。现在,只需做一些简单的事情,比如改变石头的颜色:
if(dist(position.x, position.y, mouseX, mouseY) < 100){
fill(255, 0, 0);
}
else{
fill(0, 255, 0);
}
ellipse(mouseX, mouseY, 100, 100);
第 3 步: 现在我们知道粒子何时靠近岩石,添加逻辑以在岩石周围移动粒子。这是一个非常基本的方法:
if (dist(position.x, position.y, mouseX, mouseY) < 100) {
fill(255, 0, 0);
if (position.x < mouseX) {
position.x--;
} else {
position.x++;
}
} else {
fill(0, 255, 0);
}
你可以让这个逻辑更复杂,我建议你尝试一下,直到找到合适的效果。
把它们放在一起,看起来像这样:
PVector position;
PVector speed;
void setup() {
size(500, 500);
position = new PVector(250, 0);
speed = new PVector(0, 1);
}
void draw() {
background(0);
if (dist(position.x, position.y, mouseX, mouseY) < 100) {
fill(255, 0, 0);
if (position.x < mouseX) {
position.x--;
} else {
position.x++;
}
} else {
fill(0, 255, 0);
}
ellipse(mouseX, mouseY, 100, 100);
fill(0, 0, 255);
ellipse(position.x, position.y, 20, 20);
position.add(speed);
if (position.y > height) {
position.y = 0;
}
if (position.x < 0) {
position.x = width;
} else if (position.x > width) {
position.x = 0;
}
}
我昨天自己做了一些工作,我已经接近我想要的,仍然有一些视觉效果 issues.I 想要摆脱流动的边缘,当我移动鼠标时,我仍然可以从力上看到椭圆的线条。这是结果。
int NUM_PARTICLES = 9000;
ParticleSystem p;
Rock r;
void setup()
{
smooth();
size(700,700,P2D);
p = new ParticleSystem();
r = new Rock();
}
void draw()
{
background(0);
p.update();
p.render();
r.rock();
}
float speed = 2;
float rad = 100;
class Particle
{
PVector position, velocity;
float initialPosY;
Particle()
{
position = new PVector(random(width), random(height));
initialPosY = position.y;
velocity = new PVector();
}
void update()
{
velocity.x = speed;
velocity.y = 0;
float d = dist (position.x, position.y, mouseX, mouseY);
if (d < rad) {
float force = map(d, 0, rad, speed, 0);
if (position.x < mouseX) {
if (position.y < mouseY) {
velocity.y = -force;
} else {
velocity.y = force;
}
} else {
if (position.y < mouseY) {
velocity.y = force;
} else {
velocity.y = -force;
}
}
position.add(velocity);
} else {
position = new PVector(position.x+speed, initialPosY);
}
if (position.x<0)position.x+=width;
if (position.x>width)position.x-=width;
if (position.y<0)position.y+=height;
if (position.y>height)position.y-=height;
}
void render()
{
stroke(255, 255, 255, 80);
point(position.x, position.y);
}
}
class ParticleSystem
{
Particle[] particles;
ParticleSystem()
{
particles = new Particle[NUM_PARTICLES];
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i]= new Particle();
}
}
void update()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].update();
}
}
void render()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].render();
}
}
}
class Rock{
void rock()
{
noFill();
stroke(255);
strokeWeight(4);
ellipse(mouseX,mouseY,50,50);
}
}