diff --git a/ParticleNode.tscn b/ParticleNode.tscn index eb89554..c5ad203 100644 --- a/ParticleNode.tscn +++ b/ParticleNode.tscn @@ -7,7 +7,7 @@ script = ExtResource( 1 ) [node name="Sprite" type="Sprite" parent="."] -scale = Vector2( 0.25, 0.25 ) +scale = Vector2( 0.2, 0.2 ) texture = ExtResource( 2 ) [node name="Label" type="Label" parent="."] diff --git a/ParticleSimulation/ParticleSimulation.cs b/ParticleSimulation/ParticleSimulation.cs index bb74817..4472f4d 100644 --- a/ParticleSimulation/ParticleSimulation.cs +++ b/ParticleSimulation/ParticleSimulation.cs @@ -1,4 +1,5 @@ -using Godot; +using System; +using Godot; using System.Collections.Generic; using System.ComponentModel; using System.Threading.Tasks; @@ -21,11 +22,15 @@ namespace Particles private int _idCount = 0; - private const int MaxParticles = 1200; + private const int MaxParticles = 1000; private const int MaxParticleTypes = 10; private const float HealthDelta = 0.002f; private const float NegativeHealthMultiplier = 1.5f; - + + private const float ParticleCollisionRadius = 13f; + private const float ParticleCollisionStrength = 2.5f; + private const float ParticleCollisionResponse = 2f; + public void Initialize() { for (var i = 0; i < MaxParticleTypes; i++) @@ -57,9 +62,9 @@ namespace Particles } var position = particle.Position; - particle.Velocity = particle.Velocity.Clamped(3f * 4f); + particle.Velocity = particle.Velocity.Clamped(4f); position += particle.Velocity; - particle.Velocity *= 0.855f; // friction + particle.Velocity *= 0.875f; // friction if (position.x > ScreenSize.x) position.x -= ScreenSize.x; else if (position.x < 0) @@ -70,7 +75,7 @@ namespace Particles position.y += ScreenSize.y; particle.AddAverageSpeedValue(particle.Position.DistanceTo(position)); - if (particle.AverageSpeed < 0.3f) + if (particle.AverageSpeed < 0.15f) particle.Health -= HealthDelta * NegativeHealthMultiplier; else particle.Health += HealthDelta; @@ -95,7 +100,7 @@ namespace Particles if (_particles.Count < MaxParticles) { - if (GD.Randf() < 0.2f) + if (GD.Randf() < 0.3f) { CreateRandomParticle(); } @@ -122,8 +127,8 @@ namespace Particles foreach (var type1 in _particleTypes) foreach(var type2 in _particleTypes) type1.AddRelationship(type2, - new ParticleRelationshipProps(16, (float)GD.RandRange(20, 60), - (float)GD.RandRange(-0.35 * 2, 0.35 * 2))); + new ParticleRelationshipProps(ParticleCollisionRadius, (float)GD.RandRange(22, 50), + (float)GD.RandRange(-0.3, 0.3))); } private void CreateRandomParticle() @@ -185,19 +190,20 @@ namespace Particles continue; var position = GetScreenWrapPosition(particle1.Position, particle2.Position); var distanceSquared = particle1.Position.DistanceSquaredTo(position); - if (distanceSquared > (60f * 60f)) + if (distanceSquared > (50f * 50f)) continue; var direction = particle1.Position.DirectionTo(position); - if (distanceSquared < (70f * 70f)) + if (distanceSquared < (50f * 50f)) closeCount++; // collision force float distance; - if (distanceSquared < (16f * 16f)) + if (distanceSquared < (ParticleCollisionRadius * ParticleCollisionRadius)) { distance = particle1.Position.DistanceTo(position); - var collisionForce = 1f / (0.3f + Mathf.Pow(Mathf.E, -(distance - 11f))) - 1f / 0.3f; + 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; particle1.Velocity += direction * collisionForce; } @@ -207,9 +213,32 @@ namespace Particles distanceSquared <= props.MaxRadius * props.MaxRadius) { distance = particle1.Position.DistanceTo(position); - var slope = props.Force / ((props.MaxRadius - props.MinRadius) / 2f); - var particleForce = -slope * Mathf.Abs(distance - (props.MinRadius + props.MaxRadius) / 2f) + - props.Force; + var mid = (props.MinRadius + props.MaxRadius) / 2f; + float particleForce; + if (props.Force > 0) + { + if (distance <= mid) + { + particleForce = 1f / ((1f / props.Force) + Mathf.Pow(Mathf.E, -4 * (distance - props.MinRadius - 1f))); + } + else + { + particleForce = 1f / ((1f / props.Force) + Mathf.Pow(Mathf.E, 4 * (distance - props.MaxRadius + 1f))); + } + } + else + { + if (distance <= mid) + { + particleForce = -1f / ((-1f / props.Force) + Mathf.Pow(Mathf.E, -4 * (distance - props.MinRadius - 1f))); + } + else + { + particleForce = -1f / ((-1f / props.Force) + Mathf.Pow(Mathf.E, 4 * (distance - props.MaxRadius + 1f))); + } + } + + particle1.Velocity += direction * particleForce; } }