This commit is contained in:
commit
430e05e921
36
Main.cs
36
Main.cs
@ -1,34 +1,35 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using Godot;
|
||||
using Particles;
|
||||
using Particles.ParticleSimulation;
|
||||
|
||||
// ReSharper disable once CheckNamespace
|
||||
// ReSharper disable once ClassNeverInstantiated.Global
|
||||
public class Main : Node2D
|
||||
{
|
||||
private Node2D _particleNodes;
|
||||
|
||||
private ParticleSimulation _particleSimulation;
|
||||
private Node2D _particleNodes;
|
||||
public float PhysicsInterpolationFraction;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_particleNodes = GetNode<Node2D>("ParticlesNodes");
|
||||
GD.Randomize();
|
||||
var randomSeed = GD.Randi();
|
||||
GD.Seed(randomSeed);
|
||||
GD.Print("Last Seed: " + randomSeed);
|
||||
_particleSimulation = new ParticleSimulation
|
||||
{
|
||||
ScreenSize = GetViewportRect().Size
|
||||
SpaceSize = GetViewportRect().Size * 1.15f
|
||||
};
|
||||
_particleSimulation.Initialize();
|
||||
foreach (var id in _particleSimulation.LastParticlesAdded)
|
||||
{
|
||||
CreateParticleNode(id);
|
||||
}
|
||||
foreach (var id in _particleSimulation.LastParticlesAdded) CreateParticleNode(id);
|
||||
}
|
||||
|
||||
public override void _Process(float delta)
|
||||
{
|
||||
if (Input.IsActionJustPressed("quit")) GetTree().Quit();
|
||||
if (Input.IsActionJustPressed("reset")) GetTree().ReloadCurrentScene();
|
||||
PhysicsInterpolationFraction = Engine.GetPhysicsInterpolationFraction();
|
||||
}
|
||||
|
||||
public override void _PhysicsProcess(float delta)
|
||||
@ -39,17 +40,18 @@ public class Main : Node2D
|
||||
var particleNode = _particleNodes.GetNode<ParticleNode>(id.ToString());
|
||||
particleNode.Free();
|
||||
}
|
||||
foreach (var id in _particleSimulation.LastParticlesAdded)
|
||||
{
|
||||
CreateParticleNode(id);
|
||||
}
|
||||
|
||||
foreach (var id in _particleSimulation.LastParticlesAdded) CreateParticleNode(id);
|
||||
|
||||
var particleNodes = _particleNodes.GetChildren();
|
||||
foreach (ParticleNode particleNode in particleNodes)
|
||||
{
|
||||
var simulationParticle = _particleSimulation.GetParticle(particleNode.SimulationId);
|
||||
particleNode.Position = simulationParticle.Position;
|
||||
particleNode.SetColor(simulationParticle.Type.Hue, simulationParticle.Health);
|
||||
particleNode.LastSimulationPosition = particleNode.Position;
|
||||
particleNode.CurrentSimulationPosition = simulationParticle.Position;
|
||||
particleNode.SetColor(simulationParticle.Type.Hue, simulationParticle.Health,
|
||||
Mathf.Clamp(simulationParticle.AverageSpeed / 1.5f, 1f, 1f));
|
||||
particleNode.ScreenWrappedLast = simulationParticle.ScreenWrappedLast;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6,3 +6,8 @@
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="ParticlesNodes" type="Node2D" parent="."]
|
||||
|
||||
[node name="Camera2D" type="Camera2D" parent="."]
|
||||
anchor_mode = 0
|
||||
current = true
|
||||
zoom = Vector2( 1.15, 1.15 )
|
||||
|
@ -1,10 +1,15 @@
|
||||
using Godot;
|
||||
|
||||
// ReSharper disable once CheckNamespace
|
||||
// ReSharper disable once ClassNeverInstantiated.Global
|
||||
public class ParticleNode : Node2D
|
||||
{
|
||||
private Sprite _spriteNode;
|
||||
private Label _labelNode;
|
||||
private Sprite _spriteNode;
|
||||
public Vector2 CurrentSimulationPosition = new Vector2();
|
||||
|
||||
public Vector2 LastSimulationPosition;
|
||||
public bool ScreenWrappedLast = false;
|
||||
public int SimulationId;
|
||||
|
||||
public override void _Ready()
|
||||
@ -13,13 +18,21 @@ public class ParticleNode : Node2D
|
||||
_labelNode = GetNode<Label>("Label");
|
||||
}
|
||||
|
||||
public override void _Process(float delta)
|
||||
{
|
||||
Position = ScreenWrappedLast == false
|
||||
? LastSimulationPosition.LinearInterpolate(CurrentSimulationPosition,
|
||||
GetParent<Node2D>().GetParent<Main>().PhysicsInterpolationFraction)
|
||||
: CurrentSimulationPosition;
|
||||
}
|
||||
|
||||
public void SetLabelText(string text)
|
||||
{
|
||||
_labelNode.Text = text;
|
||||
}
|
||||
|
||||
public void SetColor(float hue, float saturation)
|
||||
public void SetColor(float hue, float saturation, float opacity)
|
||||
{
|
||||
_spriteNode.Modulate = Color.FromHsv(hue, saturation, 1);
|
||||
_spriteNode.Modulate = Color.FromHsv(hue, saturation, 1, opacity);
|
||||
}
|
||||
}
|
@ -7,7 +7,7 @@
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="."]
|
||||
scale = Vector2( 0.2, 0.2 )
|
||||
scale = Vector2( 0.25, 0.25 )
|
||||
texture = ExtResource( 2 )
|
||||
|
||||
[node name="Label" type="Label" parent="."]
|
||||
|
@ -1,23 +1,14 @@
|
||||
using Godot;
|
||||
|
||||
namespace Particles
|
||||
namespace Particles.ParticleSimulation
|
||||
{
|
||||
public class Particle
|
||||
{
|
||||
private float _health = 1f;
|
||||
|
||||
public Vector2 Position = new Vector2();
|
||||
public bool ScreenWrappedLast = true;
|
||||
public Vector2 Velocity = new Vector2();
|
||||
public ParticleType Type { get; }
|
||||
public float AverageSpeed { get; private set; } = 1f;
|
||||
|
||||
public int Id { get; }
|
||||
public float Health
|
||||
{
|
||||
get => _health;
|
||||
set => _health = Mathf.Clamp(value, 0f, 1f);
|
||||
}
|
||||
|
||||
private float _health = 1f;
|
||||
|
||||
public Particle(int id, ParticleType type)
|
||||
{
|
||||
@ -25,9 +16,22 @@ namespace Particles
|
||||
Type = type;
|
||||
}
|
||||
|
||||
public ParticleType Type { get; }
|
||||
public float AverageSpeed { get; private set; } = 1f;
|
||||
|
||||
// ReSharper disable once UnusedAutoPropertyAccessor.Global
|
||||
// ReSharper disable once MemberCanBePrivate.Global
|
||||
public int Id { get; }
|
||||
|
||||
public float Health
|
||||
{
|
||||
get => _health;
|
||||
set => _health = Mathf.Clamp(value, 0f, 1f);
|
||||
}
|
||||
|
||||
public void AddAverageSpeedValue(float speed)
|
||||
{
|
||||
AverageSpeed = (0.99f * AverageSpeed) + (0.01f * speed);
|
||||
AverageSpeed = 0.99f * AverageSpeed + 0.01f * speed;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,90 +1,106 @@
|
||||
using System;
|
||||
using Godot;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Godot;
|
||||
|
||||
namespace Particles
|
||||
namespace Particles.ParticleSimulation
|
||||
{
|
||||
public class ParticleSimulation
|
||||
{
|
||||
|
||||
public Vector2 ScreenSize;
|
||||
public Vector2 SpaceSize;
|
||||
|
||||
private Dictionary<int, Particle> _particles = new Dictionary<int, Particle>();
|
||||
private readonly Dictionary<int, Particle> _particles = new Dictionary<int, Particle>();
|
||||
|
||||
private List<ParticleType> _particleTypes = new List<ParticleType>();
|
||||
private Dictionary<ParticleType, int> _particleTypeCounts = new Dictionary<ParticleType, int>();
|
||||
private List<Task> tasks = new List<Task>();
|
||||
private readonly List<ParticleType> _particleTypes = new List<ParticleType>();
|
||||
private readonly List<Task> _tasks = new List<Task>();
|
||||
|
||||
public List<int> LastParticlesAdded { get; private set; } = new List<int>();
|
||||
// ReSharper disable once CollectionNeverUpdated.Global
|
||||
public List<int> LastParticlesRemoved { get; private set; } = new List<int>();
|
||||
|
||||
private int _idCount = 0;
|
||||
private int _idCount;
|
||||
|
||||
private const int MaxParticles = 1000;
|
||||
private const int MaxParticleTypes = 10;
|
||||
private const float HealthDelta = 0.002f;
|
||||
private const float NegativeHealthMultiplier = 1.5f;
|
||||
private const int MaxParticles = 1100;
|
||||
private const int MaxParticleTypes = 12;
|
||||
private const float HealthDelta = 0.005f;
|
||||
private const float NegativeHealthMultiplier = 2f;
|
||||
private const float PositiveHealthMultiplier = 4f;
|
||||
|
||||
private const float ParticleCollisionRadius = 13f;
|
||||
private const float ParticleCollisionStrength = 2.5f;
|
||||
private const float ParticleCollisionResponse = 2f;
|
||||
private const float ParticleCollisionRadius = 20f;
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
for (var i = 0; i < MaxParticleTypes; i++)
|
||||
CreateRandomParticleType();
|
||||
for (var i = 0; i < MaxParticles; i++)
|
||||
CreateRandomParticle();
|
||||
//for (var i = 0; i < MaxParticles; i++)
|
||||
// CreateRandomParticle();
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
LastParticlesRemoved.Clear();
|
||||
LastParticlesAdded.Clear();
|
||||
tasks.Clear();
|
||||
_tasks.Clear();
|
||||
foreach (var id in _particles.Keys)
|
||||
tasks.Add(Task.Factory.StartNew(UpdateParticle, id));
|
||||
Task.WaitAll(tasks.ToArray());
|
||||
_tasks.Add(Task.Factory.StartNew(UpdateParticle, id));
|
||||
Task.WaitAll(_tasks.ToArray());
|
||||
var deletedParticle = false;
|
||||
foreach (var p in _particles)
|
||||
{
|
||||
var particle = p.Value;
|
||||
particle.ScreenWrappedLast = false;
|
||||
if (deletedParticle == false && particle.Health == 0f)
|
||||
{
|
||||
if (GD.Randf() < 0.2f)
|
||||
{
|
||||
LastParticlesRemoved.Add(p.Key);
|
||||
particle.Position = GetRandomParticlePosition();
|
||||
particle.ScreenWrappedLast = true;
|
||||
//LastParticlesRemoved.Add(p.Key);
|
||||
deletedParticle = true;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
var position = particle.Position;
|
||||
particle.Velocity = particle.Velocity.Clamped(4f);
|
||||
particle.Velocity = particle.Velocity.Clamped(5f);
|
||||
position += particle.Velocity;
|
||||
particle.Velocity *= 0.875f; // friction
|
||||
if (position.x > ScreenSize.x)
|
||||
position.x -= ScreenSize.x;
|
||||
particle.Velocity *= 0.855f; // friction
|
||||
if (position.x > SpaceSize.x)
|
||||
{
|
||||
position.x -= SpaceSize.x;
|
||||
particle.ScreenWrappedLast = true;
|
||||
}
|
||||
else if (position.x < 0)
|
||||
position.x += ScreenSize.x;
|
||||
if (position.y > ScreenSize.y)
|
||||
position.y -= ScreenSize.y;
|
||||
else if (position.y < 0)
|
||||
position.y += ScreenSize.y;
|
||||
particle.AddAverageSpeedValue(particle.Position.DistanceTo(position));
|
||||
{
|
||||
position.x += SpaceSize.x;
|
||||
particle.ScreenWrappedLast = true;
|
||||
}
|
||||
|
||||
if (particle.AverageSpeed < 0.15f)
|
||||
if (position.y > SpaceSize.y)
|
||||
{
|
||||
position.y -= SpaceSize.y;
|
||||
particle.ScreenWrappedLast = true;
|
||||
}
|
||||
else if (position.y < 0)
|
||||
{
|
||||
position.y += SpaceSize.y;
|
||||
particle.ScreenWrappedLast = true;
|
||||
}
|
||||
|
||||
particle.AddAverageSpeedValue(particle.Position.DistanceTo(position));
|
||||
/*
|
||||
if (particle.AverageSpeed < 0.3f)
|
||||
particle.Health -= HealthDelta * NegativeHealthMultiplier;
|
||||
else
|
||||
particle.Health += HealthDelta;
|
||||
|
||||
*/
|
||||
if (deletedParticle == false && particle.Health == 0f)
|
||||
{
|
||||
if (GD.Randf() < 0.2f)
|
||||
{
|
||||
LastParticlesRemoved.Add(p.Key);
|
||||
//LastParticlesRemoved.Add(p.Key);
|
||||
particle.Position = GetRandomParticlePosition();
|
||||
particle.ScreenWrappedLast = true;
|
||||
deletedParticle = true;
|
||||
continue;
|
||||
}
|
||||
@ -98,15 +114,15 @@ namespace Particles
|
||||
_particles.Remove(id);
|
||||
}
|
||||
|
||||
// ReSharper disable once InvertIf
|
||||
if (_particles.Count < MaxParticles)
|
||||
{
|
||||
if (GD.Randf() < 0.3f)
|
||||
{
|
||||
for (var i = 0; i < 3 && _particles.Count < MaxParticles; i++)
|
||||
CreateRandomParticle();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ReSharper disable once UnusedMember.Local
|
||||
private void RemoveParticleType(ParticleType type)
|
||||
{
|
||||
_particleTypes.Remove(type);
|
||||
@ -123,53 +139,51 @@ namespace Particles
|
||||
Hue = (float) GD.RandRange(0, 1)
|
||||
};
|
||||
_particleTypes.Add(type);
|
||||
_particleTypeCounts[type] = 0;
|
||||
foreach (var type1 in _particleTypes)
|
||||
foreach(var type2 in _particleTypes)
|
||||
foreach (var type2 in _particleTypes)
|
||||
type1.AddRelationship(type2,
|
||||
new ParticleRelationshipProps(ParticleCollisionRadius, (float)GD.RandRange(22, 50),
|
||||
(float)GD.RandRange(-0.3, 0.3)));
|
||||
new ParticleRelationshipProps(ParticleCollisionRadius, (float) GD.RandRange(25, 55),
|
||||
(float)GD.RandRange(-0.675, 0.7)));
|
||||
}
|
||||
|
||||
private void CreateRandomParticle()
|
||||
{
|
||||
var randomIndex = (int) (GD.Randi() % _particleTypes.Count);
|
||||
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)
|
||||
{
|
||||
Position = GetRandomParticlePosition(),
|
||||
Position = position,
|
||||
Health = 1f
|
||||
};
|
||||
LastParticlesAdded.Add(_idCount);
|
||||
_particles.Add(_idCount, particle);
|
||||
_idCount++;
|
||||
_particleTypeCounts[type]++;
|
||||
}
|
||||
|
||||
private Vector2 GetRandomParticlePosition()
|
||||
{
|
||||
var position = new Vector2(
|
||||
(float) GD.RandRange(0, ScreenSize.x),
|
||||
(float) GD.RandRange(0, ScreenSize.y));
|
||||
(float) GD.RandRange(0, SpaceSize.x),
|
||||
(float) GD.RandRange(0, SpaceSize.y));
|
||||
return position;
|
||||
}
|
||||
|
||||
private Vector2 GetScreenWrapPosition(Vector2 p1, Vector2 p2)
|
||||
{
|
||||
var newPosition = p2;
|
||||
if (p2.x > (p1.x + (ScreenSize.x / 2f)))
|
||||
newPosition.x = p2.x - ScreenSize.x;
|
||||
else if (p2.x < (p1.x - (ScreenSize.x / 2f)))
|
||||
newPosition.x = p2.x + ScreenSize.x;
|
||||
if (p2.y > (p1.y + (ScreenSize.y / 2f)))
|
||||
newPosition.y = p2.y - ScreenSize.y;
|
||||
else if (p2.y < (p1.y - (ScreenSize.y / 2f)))
|
||||
newPosition.y = p2.y + ScreenSize.y;
|
||||
if (p2.x > (p1.x + (SpaceSize.x / 2f)))
|
||||
newPosition.x = p2.x - SpaceSize.x;
|
||||
else if (p2.x < (p1.x - (SpaceSize.x / 2f)))
|
||||
newPosition.x = p2.x + SpaceSize.x;
|
||||
if (p2.y > (p1.y + (SpaceSize.y / 2f)))
|
||||
newPosition.y = p2.y - SpaceSize.y;
|
||||
else if (p2.y < (p1.y - (SpaceSize.y / 2f)))
|
||||
newPosition.y = p2.y + SpaceSize.y;
|
||||
return newPosition;
|
||||
}
|
||||
|
||||
@ -190,11 +204,11 @@ namespace Particles
|
||||
continue;
|
||||
var position = GetScreenWrapPosition(particle1.Position, particle2.Position);
|
||||
var distanceSquared = particle1.Position.DistanceSquaredTo(position);
|
||||
if (distanceSquared > (50f * 50f))
|
||||
if (distanceSquared > (55f * 55f))
|
||||
continue;
|
||||
var direction = particle1.Position.DirectionTo(position);
|
||||
|
||||
if (distanceSquared < (50f * 50f))
|
||||
if (distanceSquared < (35f * 35f))
|
||||
closeCount++;
|
||||
|
||||
// collision force
|
||||
@ -202,8 +216,7 @@ namespace Particles
|
||||
if (distanceSquared < (ParticleCollisionRadius * ParticleCollisionRadius))
|
||||
{
|
||||
distance = particle1.Position.DistanceTo(position);
|
||||
var collisionForce = 1f / ((1f / ParticleCollisionStrength) + Mathf.Pow(Mathf.E, -ParticleCollisionResponse * (distance - ParticleCollisionRadius + 3f))) - 1f / (1f / ParticleCollisionStrength);
|
||||
//var collisionForce = 1f / (0.6f + Mathf.Pow(Mathf.E, -(distance - ParticleCollisionRadius - 2f))) - 1f / 0.6f;
|
||||
var collisionForce = 1f / (0.35f + Mathf.Pow(Mathf.E, -1.15f * (distance - 12f))) - 1f / 0.35f;
|
||||
particle1.Velocity += direction * collisionForce;
|
||||
}
|
||||
|
||||
@ -243,10 +256,10 @@ namespace Particles
|
||||
}
|
||||
}
|
||||
|
||||
if (closeCount < 4 || closeCount > 33)
|
||||
if (closeCount > 50)
|
||||
particle1.Health -= HealthDelta * NegativeHealthMultiplier;
|
||||
else
|
||||
particle1.Health += HealthDelta;
|
||||
particle1.Health += HealthDelta * PositiveHealthMultiplier;
|
||||
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
|
@ -1,8 +1,10 @@
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
|
||||
public struct ParticleRelationshipProps
|
||||
namespace Particles.ParticleSimulation
|
||||
{
|
||||
public struct ParticleRelationshipProps
|
||||
{
|
||||
public ParticleRelationshipProps(float minRadius, float maxRadius, float force)
|
||||
{
|
||||
MinRadius = minRadius;
|
||||
@ -13,10 +15,10 @@ public struct ParticleRelationshipProps
|
||||
public float MinRadius { get; }
|
||||
public float MaxRadius { get; }
|
||||
public float Force { get; }
|
||||
}
|
||||
}
|
||||
|
||||
public class ParticleType
|
||||
{
|
||||
public class ParticleType
|
||||
{
|
||||
private readonly Dictionary<ParticleType, ParticleRelationshipProps> _particleRelationships =
|
||||
new Dictionary<ParticleType, ParticleRelationshipProps>();
|
||||
|
||||
@ -45,4 +47,5 @@ public class ParticleType
|
||||
{
|
||||
return _particleRelationships[type];
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user