Simple particle interaction

This commit is contained in:
orosmatthew 2021-12-26 21:16:28 -05:00
parent f0a8e7baeb
commit 6cdbf2d9e5
7 changed files with 87 additions and 14 deletions

74
Main.cs
View File

@ -1,15 +1,20 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using Godot; using Godot;
public class Main : Node2D public class Main : Node2D
{ {
private const int ParticleScreenPadding = 16;
private readonly List<ParticleType> _particleTypes = new List<ParticleType>(); private readonly List<ParticleType> _particleTypes = new List<ParticleType>();
private List<Particle> _particles;
public override void _Ready() public override void _Ready()
{ {
GD.Randomize(); GD.Randomize();
InitializeParticleTypes(5); InitializeParticleTypes(10);
InitializeParticles(50); InitializeParticles(200);
_particles = GetNode<Node2D>("Particles").GetChildren().Cast<Particle>().ToList();
} }
public override void _Process(float delta) public override void _Process(float delta)
@ -18,6 +23,11 @@ public class Main : Node2D
if (Input.IsActionJustPressed("reset")) GetTree().ReloadCurrentScene(); if (Input.IsActionJustPressed("reset")) GetTree().ReloadCurrentScene();
} }
public override void _PhysicsProcess(float delta)
{
UpdateParticles();
}
private void InitializeParticleTypes(int nTypes) private void InitializeParticleTypes(int nTypes)
{ {
for (var i = 0; i < nTypes; i++) for (var i = 0; i < nTypes; i++)
@ -28,6 +38,10 @@ public class Main : Node2D
}; };
_particleTypes.Add(type); _particleTypes.Add(type);
} }
foreach (var type1 in _particleTypes)
foreach (var type2 in _particleTypes)
type1.AddRelationship(type2, 20, (float) GD.RandRange(25, 60), (float) GD.RandRange(-0.33, 0.35));
} }
private void InitializeParticles(int nParticles) private void InitializeParticles(int nParticles)
@ -40,7 +54,7 @@ public class Main : Node2D
GetNode<Node2D>("Particles").AddChild(particle); GetNode<Node2D>("Particles").AddChild(particle);
particle.Position = GetRandomParticlePosition(); particle.Position = GetRandomParticlePosition();
particle.Type = _particleTypes[typeCount]; particle.Type = _particleTypes[typeCount];
if (typeCount < _particleTypes.Count - 1) if (typeCount < _particleTypes.Count - 1)
typeCount++; typeCount++;
else else
@ -50,10 +64,58 @@ public class Main : Node2D
private Vector2 GetRandomParticlePosition() private Vector2 GetRandomParticlePosition()
{ {
const int padding = 32;
var viewportRect = GetViewportRect(); var viewportRect = GetViewportRect();
var position = new Vector2((float) GD.RandRange(padding, viewportRect.Size.x - padding), var position = new Vector2(
(float) GD.RandRange(padding, viewportRect.Size.y - padding)); (float) GD.RandRange(ParticleScreenPadding, viewportRect.Size.x - ParticleScreenPadding),
(float) GD.RandRange(ParticleScreenPadding, viewportRect.Size.y - ParticleScreenPadding));
return position; return position;
} }
private void UpdateParticles()
{
var viewportRect = GetViewportRect();
foreach (var p1 in _particles)
{
foreach (var p2 in _particles)
{
if (p1 == p2)
continue;
var distance = p1.Position.DistanceTo(p2.Position);
if (distance > 60f)
continue;
var direction = p1.Position.DirectionTo(p2.Position);
// collision force
if (distance < 20)
{
const float collisionStretch = 1f;
const float collisionOffset = 13f;
const float collisionFlatten = 1f;
var rawCollisionForce = -Mathf.Pow(Mathf.E, -(collisionStretch * distance - collisionOffset)) /
collisionFlatten;
var clampedCollisionForce = Mathf.Clamp(rawCollisionForce, -1f, 1f);
p1.Velocity += direction * clampedCollisionForce;
}
// particle relationship force
var props = p1.Type.GetRelationship(p2.Type);
if (props.Force != 0f && distance >= props.MinRadius && distance <= props.MaxRadius)
{
var slope = props.Force / ((props.MaxRadius - props.MinRadius) / 2f);
var rawParticleForce = -slope * Mathf.Abs(distance - (props.MinRadius + props.MaxRadius) / 2f) +
props.Force;
p1.Velocity += direction * rawParticleForce;
}
p1.Velocity = p1.Velocity.Clamped(3f);
}
var position = p1.Position;
position += p1.Velocity;
p1.Velocity *= 0.95f;
position.x = Mathf.Clamp(position.x, ParticleScreenPadding, viewportRect.Size.x - ParticleScreenPadding);
position.y = Mathf.Clamp(position.y, ParticleScreenPadding, viewportRect.Size.y - ParticleScreenPadding);
p1.Position = position;
}
}
} }

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@ -5,6 +5,8 @@ public class Particle : Node2D
private Sprite _spriteNode; private Sprite _spriteNode;
private ParticleType _type; private ParticleType _type;
public Vector2 Velocity { get; set; }
public ParticleType Type public ParticleType Type
{ {
get => _type; get => _type;

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@ -7,4 +7,5 @@
script = ExtResource( 2 ) script = ExtResource( 2 )
[node name="Sprite" type="Sprite" parent="."] [node name="Sprite" type="Sprite" parent="."]
scale = Vector2( 0.25, 0.25 )
texture = ExtResource( 1 ) texture = ExtResource( 1 )

View File

@ -17,11 +17,11 @@ public struct ParticleRelationshipProps
public class ParticleType public class ParticleType
{ {
private float _hue;
private readonly Dictionary<ParticleType, ParticleRelationshipProps> _particleRelationships = private readonly Dictionary<ParticleType, ParticleRelationshipProps> _particleRelationships =
new Dictionary<ParticleType, ParticleRelationshipProps>(); new Dictionary<ParticleType, ParticleRelationshipProps>();
private float _hue;
public float Hue public float Hue
{ {
get => _hue; get => _hue;
@ -35,4 +35,9 @@ public class ParticleType
var props = new ParticleRelationshipProps(minRadius, maxRadius, force); var props = new ParticleRelationshipProps(minRadius, maxRadius, force);
_particleRelationships[type] = props; _particleRelationships[type] = props;
} }
public ParticleRelationshipProps GetRelationship(ParticleType type)
{
return _particleRelationships[type];
}
} }

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@ -1,5 +1,7 @@
<Project Sdk="Godot.NET.Sdk/3.3.0"> <Project Sdk="Godot.NET.Sdk/3.3.0">
<PropertyGroup> <PropertyGroup>
<TargetFramework>net472</TargetFramework> <TargetFramework>net472</TargetFramework>
<Configurations>Debug;ExportDebug;ExportRelease;Release</Configurations>
<Platforms>AnyCPU</Platforms>
</PropertyGroup> </PropertyGroup>
</Project> </Project>

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@ -7,13 +7,16 @@ Global
Debug|Any CPU = Debug|Any CPU Debug|Any CPU = Debug|Any CPU
ExportDebug|Any CPU = ExportDebug|Any CPU ExportDebug|Any CPU = ExportDebug|Any CPU
ExportRelease|Any CPU = ExportRelease|Any CPU ExportRelease|Any CPU = ExportRelease|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution GlobalSection(ProjectConfigurationPlatforms) = postSolution
{E15A1F42-C497-4EDE-8944-84CB055B33CB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {E15A1F42-C497-4EDE-8944-84CB055B33CB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{E15A1F42-C497-4EDE-8944-84CB055B33CB}.Debug|Any CPU.Build.0 = Debug|Any CPU {E15A1F42-C497-4EDE-8944-84CB055B33CB}.Debug|Any CPU.Build.0 = Debug|Any CPU
{E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU {E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU {E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU {E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportRelease|Any CPU.ActiveCfg = Debug|Any CPU
{E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU {E15A1F42-C497-4EDE-8944-84CB055B33CB}.ExportRelease|Any CPU.Build.0 = Debug|Any CPU
{E15A1F42-C497-4EDE-8944-84CB055B33CB}.Release|Any CPU.ActiveCfg = Release|Any CPU
{E15A1F42-C497-4EDE-8944-84CB055B33CB}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection EndGlobalSection
EndGlobal EndGlobal

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@ -16,10 +16,8 @@ config/icon="res://icon.png"
[display] [display]
window/size/width=1920 window/size/width=1600
window/size/height=1080 window/size/height=900
window/size/resizable=false
window/size/borderless=true
[input] [input]