Simple particle interaction
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parent
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commit
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74
Main.cs
74
Main.cs
@ -1,15 +1,20 @@
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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public class Main : Node2D
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{
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private const int ParticleScreenPadding = 16;
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private readonly List<ParticleType> _particleTypes = new List<ParticleType>();
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private List<Particle> _particles;
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public override void _Ready()
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{
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GD.Randomize();
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InitializeParticleTypes(5);
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InitializeParticles(50);
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InitializeParticleTypes(10);
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InitializeParticles(200);
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_particles = GetNode<Node2D>("Particles").GetChildren().Cast<Particle>().ToList();
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}
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public override void _Process(float delta)
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@ -18,6 +23,11 @@ public class Main : Node2D
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if (Input.IsActionJustPressed("reset")) GetTree().ReloadCurrentScene();
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}
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public override void _PhysicsProcess(float delta)
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{
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UpdateParticles();
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}
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private void InitializeParticleTypes(int nTypes)
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{
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for (var i = 0; i < nTypes; i++)
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@ -28,6 +38,10 @@ public class Main : Node2D
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};
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_particleTypes.Add(type);
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}
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foreach (var type1 in _particleTypes)
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foreach (var type2 in _particleTypes)
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type1.AddRelationship(type2, 20, (float) GD.RandRange(25, 60), (float) GD.RandRange(-0.33, 0.35));
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}
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private void InitializeParticles(int nParticles)
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@ -40,7 +54,7 @@ public class Main : Node2D
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GetNode<Node2D>("Particles").AddChild(particle);
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particle.Position = GetRandomParticlePosition();
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particle.Type = _particleTypes[typeCount];
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if (typeCount < _particleTypes.Count - 1)
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typeCount++;
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else
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@ -50,10 +64,58 @@ public class Main : Node2D
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private Vector2 GetRandomParticlePosition()
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{
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const int padding = 32;
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var viewportRect = GetViewportRect();
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var position = new Vector2((float) GD.RandRange(padding, viewportRect.Size.x - padding),
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(float) GD.RandRange(padding, viewportRect.Size.y - padding));
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var position = new Vector2(
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(float) GD.RandRange(ParticleScreenPadding, viewportRect.Size.x - ParticleScreenPadding),
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(float) GD.RandRange(ParticleScreenPadding, viewportRect.Size.y - ParticleScreenPadding));
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return position;
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}
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private void UpdateParticles()
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{
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var viewportRect = GetViewportRect();
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foreach (var p1 in _particles)
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{
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foreach (var p2 in _particles)
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{
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if (p1 == p2)
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continue;
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var distance = p1.Position.DistanceTo(p2.Position);
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if (distance > 60f)
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continue;
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var direction = p1.Position.DirectionTo(p2.Position);
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// collision force
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if (distance < 20)
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{
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const float collisionStretch = 1f;
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const float collisionOffset = 13f;
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const float collisionFlatten = 1f;
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var rawCollisionForce = -Mathf.Pow(Mathf.E, -(collisionStretch * distance - collisionOffset)) /
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collisionFlatten;
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var clampedCollisionForce = Mathf.Clamp(rawCollisionForce, -1f, 1f);
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p1.Velocity += direction * clampedCollisionForce;
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}
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// particle relationship force
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var props = p1.Type.GetRelationship(p2.Type);
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if (props.Force != 0f && distance >= props.MinRadius && distance <= props.MaxRadius)
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{
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var slope = props.Force / ((props.MaxRadius - props.MinRadius) / 2f);
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var rawParticleForce = -slope * Mathf.Abs(distance - (props.MinRadius + props.MaxRadius) / 2f) +
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props.Force;
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p1.Velocity += direction * rawParticleForce;
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}
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p1.Velocity = p1.Velocity.Clamped(3f);
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}
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var position = p1.Position;
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position += p1.Velocity;
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p1.Velocity *= 0.95f;
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position.x = Mathf.Clamp(position.x, ParticleScreenPadding, viewportRect.Size.x - ParticleScreenPadding);
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position.y = Mathf.Clamp(position.y, ParticleScreenPadding, viewportRect.Size.y - ParticleScreenPadding);
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p1.Position = position;
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}
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}
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}
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@ -5,6 +5,8 @@ public class Particle : Node2D
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private Sprite _spriteNode;
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private ParticleType _type;
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public Vector2 Velocity { get; set; }
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public ParticleType Type
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{
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get => _type;
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@ -7,4 +7,5 @@
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script = ExtResource( 2 )
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[node name="Sprite" type="Sprite" parent="."]
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scale = Vector2( 0.25, 0.25 )
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texture = ExtResource( 1 )
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@ -17,11 +17,11 @@ public struct ParticleRelationshipProps
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public class ParticleType
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{
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private float _hue;
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private readonly Dictionary<ParticleType, ParticleRelationshipProps> _particleRelationships =
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new Dictionary<ParticleType, ParticleRelationshipProps>();
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private float _hue;
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public float Hue
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{
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get => _hue;
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@ -35,4 +35,9 @@ public class ParticleType
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var props = new ParticleRelationshipProps(minRadius, maxRadius, force);
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_particleRelationships[type] = props;
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}
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public ParticleRelationshipProps GetRelationship(ParticleType type)
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{
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return _particleRelationships[type];
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}
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}
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@ -1,5 +1,7 @@
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<Project Sdk="Godot.NET.Sdk/3.3.0">
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<PropertyGroup>
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<TargetFramework>net472</TargetFramework>
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<Configurations>Debug;ExportDebug;ExportRelease;Release</Configurations>
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<Platforms>AnyCPU</Platforms>
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</PropertyGroup>
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</Project>
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@ -7,13 +7,16 @@ Global
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Debug|Any CPU = Debug|Any CPU
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ExportDebug|Any CPU = ExportDebug|Any CPU
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ExportRelease|Any CPU = ExportRelease|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{E15A1F42-C497-4EDE-8944-84CB055B33CB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{E15A1F42-C497-4EDE-8944-84CB055B33CB}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
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{E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
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{E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
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{E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
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{E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportRelease|Any CPU.ActiveCfg = Debug|Any CPU
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{E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportRelease|Any CPU.Build.0 = Debug|Any CPU
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{E15A1F42-C497-4EDE-8944-84CB055B33CB}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{E15A1F42-C497-4EDE-8944-84CB055B33CB}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobal
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@ -16,10 +16,8 @@ config/icon="res://icon.png"
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[display]
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window/size/width=1920
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window/size/height=1080
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window/size/resizable=false
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window/size/borderless=true
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window/size/width=1600
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window/size/height=900
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[input]
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