This commit is contained in:
commit
430e05e921
36
Main.cs
36
Main.cs
@ -1,34 +1,35 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Godot;
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using Godot;
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using Particles;
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using Particles.ParticleSimulation;
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// ReSharper disable once CheckNamespace
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// ReSharper disable once ClassNeverInstantiated.Global
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public class Main : Node2D
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public class Main : Node2D
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{
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{
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private Node2D _particleNodes;
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private ParticleSimulation _particleSimulation;
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private ParticleSimulation _particleSimulation;
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private Node2D _particleNodes;
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public float PhysicsInterpolationFraction;
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public override void _Ready()
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public override void _Ready()
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{
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{
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_particleNodes = GetNode<Node2D>("ParticlesNodes");
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_particleNodes = GetNode<Node2D>("ParticlesNodes");
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GD.Randomize();
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GD.Randomize();
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var randomSeed = GD.Randi();
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GD.Seed(randomSeed);
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GD.Print("Last Seed: " + randomSeed);
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_particleSimulation = new ParticleSimulation
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_particleSimulation = new ParticleSimulation
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{
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{
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ScreenSize = GetViewportRect().Size
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SpaceSize = GetViewportRect().Size * 1.15f
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};
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};
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_particleSimulation.Initialize();
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_particleSimulation.Initialize();
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foreach (var id in _particleSimulation.LastParticlesAdded)
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foreach (var id in _particleSimulation.LastParticlesAdded) CreateParticleNode(id);
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{
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CreateParticleNode(id);
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}
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}
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}
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public override void _Process(float delta)
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public override void _Process(float delta)
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{
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{
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if (Input.IsActionJustPressed("quit")) GetTree().Quit();
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if (Input.IsActionJustPressed("quit")) GetTree().Quit();
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if (Input.IsActionJustPressed("reset")) GetTree().ReloadCurrentScene();
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if (Input.IsActionJustPressed("reset")) GetTree().ReloadCurrentScene();
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PhysicsInterpolationFraction = Engine.GetPhysicsInterpolationFraction();
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}
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}
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public override void _PhysicsProcess(float delta)
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public override void _PhysicsProcess(float delta)
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@ -39,17 +40,18 @@ public class Main : Node2D
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var particleNode = _particleNodes.GetNode<ParticleNode>(id.ToString());
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var particleNode = _particleNodes.GetNode<ParticleNode>(id.ToString());
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particleNode.Free();
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particleNode.Free();
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}
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}
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foreach (var id in _particleSimulation.LastParticlesAdded)
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{
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foreach (var id in _particleSimulation.LastParticlesAdded) CreateParticleNode(id);
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CreateParticleNode(id);
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}
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var particleNodes = _particleNodes.GetChildren();
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var particleNodes = _particleNodes.GetChildren();
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foreach (ParticleNode particleNode in particleNodes)
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foreach (ParticleNode particleNode in particleNodes)
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{
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{
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var simulationParticle = _particleSimulation.GetParticle(particleNode.SimulationId);
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var simulationParticle = _particleSimulation.GetParticle(particleNode.SimulationId);
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particleNode.Position = simulationParticle.Position;
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particleNode.LastSimulationPosition = particleNode.Position;
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particleNode.SetColor(simulationParticle.Type.Hue, simulationParticle.Health);
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particleNode.CurrentSimulationPosition = simulationParticle.Position;
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particleNode.SetColor(simulationParticle.Type.Hue, simulationParticle.Health,
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Mathf.Clamp(simulationParticle.AverageSpeed / 1.5f, 1f, 1f));
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particleNode.ScreenWrappedLast = simulationParticle.ScreenWrappedLast;
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}
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}
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}
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}
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@ -6,3 +6,8 @@
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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[node name="ParticlesNodes" type="Node2D" parent="."]
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[node name="ParticlesNodes" type="Node2D" parent="."]
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[node name="Camera2D" type="Camera2D" parent="."]
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anchor_mode = 0
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current = true
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zoom = Vector2( 1.15, 1.15 )
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@ -1,10 +1,15 @@
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using Godot;
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using Godot;
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// ReSharper disable once CheckNamespace
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// ReSharper disable once ClassNeverInstantiated.Global
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public class ParticleNode : Node2D
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public class ParticleNode : Node2D
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{
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{
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private Sprite _spriteNode;
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private Label _labelNode;
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private Label _labelNode;
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private Sprite _spriteNode;
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public Vector2 CurrentSimulationPosition = new Vector2();
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public Vector2 LastSimulationPosition;
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public bool ScreenWrappedLast = false;
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public int SimulationId;
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public int SimulationId;
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public override void _Ready()
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public override void _Ready()
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@ -13,13 +18,21 @@ public class ParticleNode : Node2D
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_labelNode = GetNode<Label>("Label");
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_labelNode = GetNode<Label>("Label");
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}
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}
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public override void _Process(float delta)
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{
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Position = ScreenWrappedLast == false
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? LastSimulationPosition.LinearInterpolate(CurrentSimulationPosition,
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GetParent<Node2D>().GetParent<Main>().PhysicsInterpolationFraction)
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: CurrentSimulationPosition;
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}
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public void SetLabelText(string text)
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public void SetLabelText(string text)
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{
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{
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_labelNode.Text = text;
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_labelNode.Text = text;
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}
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}
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public void SetColor(float hue, float saturation)
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public void SetColor(float hue, float saturation, float opacity)
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{
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{
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_spriteNode.Modulate = Color.FromHsv(hue, saturation, 1);
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_spriteNode.Modulate = Color.FromHsv(hue, saturation, 1, opacity);
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}
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}
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}
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}
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@ -7,7 +7,7 @@
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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[node name="Sprite" type="Sprite" parent="."]
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[node name="Sprite" type="Sprite" parent="."]
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scale = Vector2( 0.2, 0.2 )
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scale = Vector2( 0.25, 0.25 )
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texture = ExtResource( 2 )
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texture = ExtResource( 2 )
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[node name="Label" type="Label" parent="."]
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[node name="Label" type="Label" parent="."]
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@ -1,23 +1,14 @@
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using Godot;
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using Godot;
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namespace Particles
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namespace Particles.ParticleSimulation
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{
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{
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public class Particle
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public class Particle
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{
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{
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private float _health = 1f;
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public Vector2 Position = new Vector2();
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public Vector2 Position = new Vector2();
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public bool ScreenWrappedLast = true;
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public Vector2 Velocity = new Vector2();
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public Vector2 Velocity = new Vector2();
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public ParticleType Type { get; }
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public float AverageSpeed { get; private set; } = 1f;
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public int Id { get; }
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public float Health
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{
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get => _health;
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set => _health = Mathf.Clamp(value, 0f, 1f);
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}
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private float _health = 1f;
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public Particle(int id, ParticleType type)
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public Particle(int id, ParticleType type)
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{
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{
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@ -25,9 +16,22 @@ namespace Particles
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Type = type;
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Type = type;
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}
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}
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public ParticleType Type { get; }
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public float AverageSpeed { get; private set; } = 1f;
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// ReSharper disable once UnusedAutoPropertyAccessor.Global
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// ReSharper disable once MemberCanBePrivate.Global
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public int Id { get; }
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public float Health
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{
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get => _health;
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set => _health = Mathf.Clamp(value, 0f, 1f);
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}
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public void AddAverageSpeedValue(float speed)
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public void AddAverageSpeedValue(float speed)
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{
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{
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AverageSpeed = (0.99f * AverageSpeed) + (0.01f * speed);
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AverageSpeed = 0.99f * AverageSpeed + 0.01f * speed;
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}
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}
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}
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}
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}
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}
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@ -1,90 +1,106 @@
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using System;
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using System.Collections.Generic;
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using Godot;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using Godot;
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namespace Particles
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namespace Particles.ParticleSimulation
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{
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{
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public class ParticleSimulation
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public class ParticleSimulation
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{
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{
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public Vector2 ScreenSize;
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public Vector2 SpaceSize;
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private Dictionary<int, Particle> _particles = new Dictionary<int, Particle>();
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private readonly Dictionary<int, Particle> _particles = new Dictionary<int, Particle>();
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private List<ParticleType> _particleTypes = new List<ParticleType>();
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private readonly List<ParticleType> _particleTypes = new List<ParticleType>();
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private Dictionary<ParticleType, int> _particleTypeCounts = new Dictionary<ParticleType, int>();
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private readonly List<Task> _tasks = new List<Task>();
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private List<Task> tasks = new List<Task>();
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public List<int> LastParticlesAdded { get; private set; } = new List<int>();
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public List<int> LastParticlesAdded { get; private set; } = new List<int>();
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// ReSharper disable once CollectionNeverUpdated.Global
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public List<int> LastParticlesRemoved { get; private set; } = new List<int>();
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public List<int> LastParticlesRemoved { get; private set; } = new List<int>();
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private int _idCount = 0;
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private int _idCount;
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private const int MaxParticles = 1000;
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private const int MaxParticles = 1100;
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private const int MaxParticleTypes = 10;
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private const int MaxParticleTypes = 12;
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private const float HealthDelta = 0.002f;
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private const float HealthDelta = 0.005f;
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private const float NegativeHealthMultiplier = 1.5f;
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private const float NegativeHealthMultiplier = 2f;
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private const float PositiveHealthMultiplier = 4f;
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private const float ParticleCollisionRadius = 13f;
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private const float ParticleCollisionRadius = 20f;
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private const float ParticleCollisionStrength = 2.5f;
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private const float ParticleCollisionResponse = 2f;
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public void Initialize()
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public void Initialize()
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{
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{
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for (var i = 0; i < MaxParticleTypes; i++)
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for (var i = 0; i < MaxParticleTypes; i++)
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CreateRandomParticleType();
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CreateRandomParticleType();
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for (var i = 0; i < MaxParticles; i++)
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//for (var i = 0; i < MaxParticles; i++)
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CreateRandomParticle();
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// CreateRandomParticle();
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}
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}
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public void Update()
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public void Update()
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{
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{
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LastParticlesRemoved.Clear();
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LastParticlesRemoved.Clear();
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LastParticlesAdded.Clear();
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LastParticlesAdded.Clear();
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tasks.Clear();
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_tasks.Clear();
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foreach (var id in _particles.Keys)
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foreach (var id in _particles.Keys)
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tasks.Add(Task.Factory.StartNew(UpdateParticle, id));
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_tasks.Add(Task.Factory.StartNew(UpdateParticle, id));
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Task.WaitAll(tasks.ToArray());
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Task.WaitAll(_tasks.ToArray());
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var deletedParticle = false;
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var deletedParticle = false;
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foreach (var p in _particles)
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foreach (var p in _particles)
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{
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{
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var particle = p.Value;
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var particle = p.Value;
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particle.ScreenWrappedLast = false;
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if (deletedParticle == false && particle.Health == 0f)
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if (deletedParticle == false && particle.Health == 0f)
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{
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{
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if (GD.Randf() < 0.2f)
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if (GD.Randf() < 0.2f)
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{
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{
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LastParticlesRemoved.Add(p.Key);
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particle.Position = GetRandomParticlePosition();
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particle.ScreenWrappedLast = true;
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//LastParticlesRemoved.Add(p.Key);
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deletedParticle = true;
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deletedParticle = true;
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continue;
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continue;
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}
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}
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}
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}
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var position = particle.Position;
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var position = particle.Position;
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particle.Velocity = particle.Velocity.Clamped(4f);
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particle.Velocity = particle.Velocity.Clamped(5f);
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position += particle.Velocity;
|
position += particle.Velocity;
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particle.Velocity *= 0.875f; // friction
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particle.Velocity *= 0.855f; // friction
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if (position.x > ScreenSize.x)
|
if (position.x > SpaceSize.x)
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position.x -= ScreenSize.x;
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{
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|
position.x -= SpaceSize.x;
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|
particle.ScreenWrappedLast = true;
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|
}
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else if (position.x < 0)
|
else if (position.x < 0)
|
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position.x += ScreenSize.x;
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{
|
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if (position.y > ScreenSize.y)
|
position.x += SpaceSize.x;
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position.y -= ScreenSize.y;
|
particle.ScreenWrappedLast = true;
|
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else if (position.y < 0)
|
}
|
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position.y += ScreenSize.y;
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|
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particle.AddAverageSpeedValue(particle.Position.DistanceTo(position));
|
|
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|
|
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if (particle.AverageSpeed < 0.15f)
|
if (position.y > SpaceSize.y)
|
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|
{
|
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|
position.y -= SpaceSize.y;
|
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|
particle.ScreenWrappedLast = true;
|
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|
}
|
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|
else if (position.y < 0)
|
||||||
|
{
|
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|
position.y += SpaceSize.y;
|
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|
particle.ScreenWrappedLast = true;
|
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|
}
|
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|
|
||||||
|
particle.AddAverageSpeedValue(particle.Position.DistanceTo(position));
|
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|
/*
|
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|
if (particle.AverageSpeed < 0.3f)
|
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particle.Health -= HealthDelta * NegativeHealthMultiplier;
|
particle.Health -= HealthDelta * NegativeHealthMultiplier;
|
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else
|
else
|
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particle.Health += HealthDelta;
|
particle.Health += HealthDelta;
|
||||||
|
*/
|
||||||
if (deletedParticle == false && particle.Health == 0f)
|
if (deletedParticle == false && particle.Health == 0f)
|
||||||
{
|
{
|
||||||
if (GD.Randf() < 0.2f)
|
if (GD.Randf() < 0.2f)
|
||||||
{
|
{
|
||||||
LastParticlesRemoved.Add(p.Key);
|
//LastParticlesRemoved.Add(p.Key);
|
||||||
|
particle.Position = GetRandomParticlePosition();
|
||||||
|
particle.ScreenWrappedLast = true;
|
||||||
deletedParticle = true;
|
deletedParticle = true;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
@ -98,15 +114,15 @@ namespace Particles
|
|||||||
_particles.Remove(id);
|
_particles.Remove(id);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ReSharper disable once InvertIf
|
||||||
if (_particles.Count < MaxParticles)
|
if (_particles.Count < MaxParticles)
|
||||||
{
|
{
|
||||||
if (GD.Randf() < 0.3f)
|
for (var i = 0; i < 3 && _particles.Count < MaxParticles; i++)
|
||||||
{
|
|
||||||
CreateRandomParticle();
|
CreateRandomParticle();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
|
// ReSharper disable once UnusedMember.Local
|
||||||
private void RemoveParticleType(ParticleType type)
|
private void RemoveParticleType(ParticleType type)
|
||||||
{
|
{
|
||||||
_particleTypes.Remove(type);
|
_particleTypes.Remove(type);
|
||||||
@ -123,53 +139,51 @@ namespace Particles
|
|||||||
Hue = (float) GD.RandRange(0, 1)
|
Hue = (float) GD.RandRange(0, 1)
|
||||||
};
|
};
|
||||||
_particleTypes.Add(type);
|
_particleTypes.Add(type);
|
||||||
_particleTypeCounts[type] = 0;
|
|
||||||
foreach (var type1 in _particleTypes)
|
foreach (var type1 in _particleTypes)
|
||||||
foreach (var type2 in _particleTypes)
|
foreach (var type2 in _particleTypes)
|
||||||
type1.AddRelationship(type2,
|
type1.AddRelationship(type2,
|
||||||
new ParticleRelationshipProps(ParticleCollisionRadius, (float)GD.RandRange(22, 50),
|
new ParticleRelationshipProps(ParticleCollisionRadius, (float) GD.RandRange(25, 55),
|
||||||
(float)GD.RandRange(-0.3, 0.3)));
|
(float)GD.RandRange(-0.675, 0.7)));
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CreateRandomParticle()
|
private void CreateRandomParticle()
|
||||||
{
|
{
|
||||||
var randomIndex = (int) (GD.Randi() % _particleTypes.Count);
|
var randomIndex = (int) (GD.Randi() % _particleTypes.Count);
|
||||||
var type = _particleTypes[randomIndex];
|
var type = _particleTypes[randomIndex];
|
||||||
CreateParticle(type);
|
CreateParticle(type, (GetRandomParticlePosition() / 50f) + (SpaceSize / 2f));
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CreateParticle(ParticleType type)
|
private void CreateParticle(ParticleType type, Vector2 position)
|
||||||
{
|
{
|
||||||
var particle = new Particle(_idCount, type)
|
var particle = new Particle(_idCount, type)
|
||||||
{
|
{
|
||||||
Position = GetRandomParticlePosition(),
|
Position = position,
|
||||||
Health = 1f
|
Health = 1f
|
||||||
};
|
};
|
||||||
LastParticlesAdded.Add(_idCount);
|
LastParticlesAdded.Add(_idCount);
|
||||||
_particles.Add(_idCount, particle);
|
_particles.Add(_idCount, particle);
|
||||||
_idCount++;
|
_idCount++;
|
||||||
_particleTypeCounts[type]++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private Vector2 GetRandomParticlePosition()
|
private Vector2 GetRandomParticlePosition()
|
||||||
{
|
{
|
||||||
var position = new Vector2(
|
var position = new Vector2(
|
||||||
(float) GD.RandRange(0, ScreenSize.x),
|
(float) GD.RandRange(0, SpaceSize.x),
|
||||||
(float) GD.RandRange(0, ScreenSize.y));
|
(float) GD.RandRange(0, SpaceSize.y));
|
||||||
return position;
|
return position;
|
||||||
}
|
}
|
||||||
|
|
||||||
private Vector2 GetScreenWrapPosition(Vector2 p1, Vector2 p2)
|
private Vector2 GetScreenWrapPosition(Vector2 p1, Vector2 p2)
|
||||||
{
|
{
|
||||||
var newPosition = p2;
|
var newPosition = p2;
|
||||||
if (p2.x > (p1.x + (ScreenSize.x / 2f)))
|
if (p2.x > (p1.x + (SpaceSize.x / 2f)))
|
||||||
newPosition.x = p2.x - ScreenSize.x;
|
newPosition.x = p2.x - SpaceSize.x;
|
||||||
else if (p2.x < (p1.x - (ScreenSize.x / 2f)))
|
else if (p2.x < (p1.x - (SpaceSize.x / 2f)))
|
||||||
newPosition.x = p2.x + ScreenSize.x;
|
newPosition.x = p2.x + SpaceSize.x;
|
||||||
if (p2.y > (p1.y + (ScreenSize.y / 2f)))
|
if (p2.y > (p1.y + (SpaceSize.y / 2f)))
|
||||||
newPosition.y = p2.y - ScreenSize.y;
|
newPosition.y = p2.y - SpaceSize.y;
|
||||||
else if (p2.y < (p1.y - (ScreenSize.y / 2f)))
|
else if (p2.y < (p1.y - (SpaceSize.y / 2f)))
|
||||||
newPosition.y = p2.y + ScreenSize.y;
|
newPosition.y = p2.y + SpaceSize.y;
|
||||||
return newPosition;
|
return newPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -190,11 +204,11 @@ namespace Particles
|
|||||||
continue;
|
continue;
|
||||||
var position = GetScreenWrapPosition(particle1.Position, particle2.Position);
|
var position = GetScreenWrapPosition(particle1.Position, particle2.Position);
|
||||||
var distanceSquared = particle1.Position.DistanceSquaredTo(position);
|
var distanceSquared = particle1.Position.DistanceSquaredTo(position);
|
||||||
if (distanceSquared > (50f * 50f))
|
if (distanceSquared > (55f * 55f))
|
||||||
continue;
|
continue;
|
||||||
var direction = particle1.Position.DirectionTo(position);
|
var direction = particle1.Position.DirectionTo(position);
|
||||||
|
|
||||||
if (distanceSquared < (50f * 50f))
|
if (distanceSquared < (35f * 35f))
|
||||||
closeCount++;
|
closeCount++;
|
||||||
|
|
||||||
// collision force
|
// collision force
|
||||||
@ -202,8 +216,7 @@ namespace Particles
|
|||||||
if (distanceSquared < (ParticleCollisionRadius * ParticleCollisionRadius))
|
if (distanceSquared < (ParticleCollisionRadius * ParticleCollisionRadius))
|
||||||
{
|
{
|
||||||
distance = particle1.Position.DistanceTo(position);
|
distance = particle1.Position.DistanceTo(position);
|
||||||
var collisionForce = 1f / ((1f / ParticleCollisionStrength) + Mathf.Pow(Mathf.E, -ParticleCollisionResponse * (distance - ParticleCollisionRadius + 3f))) - 1f / (1f / ParticleCollisionStrength);
|
var collisionForce = 1f / (0.35f + Mathf.Pow(Mathf.E, -1.15f * (distance - 12f))) - 1f / 0.35f;
|
||||||
//var collisionForce = 1f / (0.6f + Mathf.Pow(Mathf.E, -(distance - ParticleCollisionRadius - 2f))) - 1f / 0.6f;
|
|
||||||
particle1.Velocity += direction * collisionForce;
|
particle1.Velocity += direction * collisionForce;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -243,10 +256,10 @@ namespace Particles
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (closeCount < 4 || closeCount > 33)
|
if (closeCount > 50)
|
||||||
particle1.Health -= HealthDelta * NegativeHealthMultiplier;
|
particle1.Health -= HealthDelta * NegativeHealthMultiplier;
|
||||||
else
|
else
|
||||||
particle1.Health += HealthDelta;
|
particle1.Health += HealthDelta * PositiveHealthMultiplier;
|
||||||
|
|
||||||
return Task.CompletedTask;
|
return Task.CompletedTask;
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,8 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Godot;
|
using Godot;
|
||||||
|
|
||||||
|
namespace Particles.ParticleSimulation
|
||||||
|
{
|
||||||
public struct ParticleRelationshipProps
|
public struct ParticleRelationshipProps
|
||||||
{
|
{
|
||||||
public ParticleRelationshipProps(float minRadius, float maxRadius, float force)
|
public ParticleRelationshipProps(float minRadius, float maxRadius, float force)
|
||||||
@ -46,3 +48,4 @@ public class ParticleType
|
|||||||
return _particleRelationships[type];
|
return _particleRelationships[type];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user