#define MULTITHREADED using System.Collections.Generic; using System.Linq; using Godot; #if MULTITHREADED using System.Threading.Tasks; #endif namespace Particles.ParticleSimulation { public class ParticleSimulation { // size of simulation space public Vector2 SpaceSize; // dictionary of particles with particle Id being the key private readonly Dictionary _particles = new Dictionary(); private readonly List _particleTypes = new List(); // task list if multi-threaded #if MULTITHREADED private readonly List _tasks = new List(); #endif // updated on every simulation update public List LastParticlesAdded { get; private set; } = new List(); public List LastParticlesRemoved { get; private set; } = new List(); // counts up for each particle added private int _idCount; private int _maxParticles; private const int MaxParticleTypes = 10; private const float HealthDelta = 0.005f; private const float NegativeHealthMultiplier = 2f; private const float PositiveHealthMultiplier = 4f; private const float ParticleCollisionRadius = 20f; public void Initialize(int nParticles) { _maxParticles = nParticles; for (var i = 0; i < MaxParticleTypes; i++) CreateRandomParticleType(); } public void Update() { LastParticlesRemoved.Clear(); LastParticlesAdded.Clear(); // update all particles #if MULTITHREADED _tasks.Clear(); foreach (var id in _particles.Keys) _tasks.Add(Task.Factory.StartNew(UpdateParticle, id)); Task.WaitAll(_tasks.ToArray()); #else foreach (var id in _particles.Keys) UpdateParticle(id); #endif // used to ensure only one particle is moved per update var movedParticle = false; foreach (var particle in _particles.Select(p => p.Value)) { particle.WasTeleportedLast = false; if (movedParticle == false && particle.Health == 0f) { if (GD.Randf() < 0.1f) { particle.Position = GetRandomParticlePosition(); particle.WasTeleportedLast = true; particle.Health = 1f; movedParticle = true; continue; } } var position = particle.Position; particle.Velocity = particle.Velocity.Clamped(5f); position += particle.Velocity; particle.Velocity *= 0.855f; // friction if (position.x > SpaceSize.x) { position.x -= SpaceSize.x; particle.WasTeleportedLast = true; } else if (position.x < 0) { position.x += SpaceSize.x; particle.WasTeleportedLast = true; } if (position.y > SpaceSize.y) { position.y -= SpaceSize.y; particle.WasTeleportedLast = true; } else if (position.y < 0) { position.y += SpaceSize.y; particle.WasTeleportedLast = true; } /* particle.AddAverageSpeedValue(particle.Velocity.Length()); if (particle.AverageSpeed < 0.5f) particle.Health -= HealthDelta * NegativeHealthMultiplier; else particle.Health += HealthDelta * PositiveHealthMultiplier; if (movedParticle == false && particle.Health == 0f) { if (GD.Randf() < 0.1f) { particle.Position = GetRandomParticlePosition(); particle.ResetAverageSpeed(); particle.WasTeleportedLast = true; particle.Health = 1f; movedParticle = true; continue; } } */ particle.Position = position; } // ReSharper disable once InvertIf if (_particles.Count < _maxParticles) { for (var i = 0; i < 3 && _particles.Count < _maxParticles; i++) CreateRandomParticle(); } } // ReSharper disable once UnusedMember.Local private void RemoveParticleType(ParticleType type) { _particleTypes.Remove(type); foreach (var t in _particleTypes) { t.RemoveRelationship(type); } } // ReSharper disable once UnusedMember.Local private void RemoveParticle(int id) { _particles.Remove(id); LastParticlesRemoved.Add(id); } private void CreateRandomParticleType() { var type = new ParticleType() { Hue = (float) GD.RandRange(0, 1) }; _particleTypes.Add(type); foreach (var type1 in _particleTypes) foreach (var type2 in _particleTypes) type1.AddRelationship(type2, 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, (GetRandomParticlePosition() / 50f) + (SpaceSize / 2f)); } private void CreateParticle(ParticleType type, Vector2 position) { var particle = new Particle(_idCount, type) { Position = position, Health = 1f }; LastParticlesAdded.Add(_idCount); _particles.Add(_idCount, particle); _idCount++; } private Vector2 GetRandomParticlePosition() { var position = new Vector2( (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 + (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; } public Particle GetParticle(int id) { return _particles[id]; } private void UpdateParticle(object i) { var id = (int) i; var particle1 = _particles[id]; var closeCount = 0; foreach (var p2 in _particles) { var particle2 = p2.Value; if (particle1 == particle2) continue; var position = GetScreenWrapPosition(particle1.Position, particle2.Position); var distanceSquared = particle1.Position.DistanceSquaredTo(position); if (distanceSquared > (55f * 55f)) continue; if (distanceSquared < (35f * 35f)) closeCount++; // collision force float distance; Vector2 direction; if (distanceSquared < (ParticleCollisionRadius * ParticleCollisionRadius)) { direction = particle1.Position.DirectionTo(position); distance = particle1.Position.DistanceTo(position); var collisionForce = 1f / (0.35f + Mathf.Pow(Mathf.E, -1.15f * (distance - 12f))) - 1f / 0.35f; particle1.Velocity += direction * collisionForce; } // particle relationship force var props = particle1.Type.GetRelationship(particle2.Type); if (props.Force != 0f && distanceSquared >= props.MinRadius * props.MinRadius && distanceSquared <= props.MaxRadius * props.MaxRadius) { direction = particle1.Position.DirectionTo(position); distance = particle1.Position.DistanceTo(position); 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; } } if (closeCount > 70) particle1.Health -= HealthDelta * NegativeHealthMultiplier; else particle1.Health += HealthDelta * PositiveHealthMultiplier; } public void SetInteractionCircle(Vector2 position, float radius, Vector2 velocity) { foreach (var p in _particles.Select(i => i.Value)) { if (position.DistanceTo(p.Position) <= radius) { p.Velocity += velocity; } } } } }