particles/Main.cs

121 lines
4.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Godot;
public class Main : Node2D
{
private const int ParticleScreenPadding = 16;
private readonly List<ParticleType> _particleTypes = new List<ParticleType>();
private List<Particle> _particles;
public override void _Ready()
{
GD.Randomize();
InitializeParticleTypes(10);
InitializeParticles(200);
_particles = GetNode<Node2D>("Particles").GetChildren().Cast<Particle>().ToList();
}
public override void _Process(float delta)
{
if (Input.IsActionJustPressed("quit")) GetTree().Quit();
if (Input.IsActionJustPressed("reset")) GetTree().ReloadCurrentScene();
}
public override void _PhysicsProcess(float delta)
{
UpdateParticles();
}
private void InitializeParticleTypes(int nTypes)
{
for (var i = 0; i < nTypes; i++)
{
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, 20, (float) GD.RandRange(25, 60), (float) GD.RandRange(-0.33, 0.35));
}
private void InitializeParticles(int nParticles)
{
var typeCount = 0;
var particleScene = GD.Load<PackedScene>("res://Particle.tscn");
for (var i = 0; i < nParticles; i++)
{
var particle = particleScene.Instance<Particle>();
GetNode<Node2D>("Particles").AddChild(particle);
particle.Position = GetRandomParticlePosition();
particle.Type = _particleTypes[typeCount];
if (typeCount < _particleTypes.Count - 1)
typeCount++;
else
typeCount = 0;
}
}
private Vector2 GetRandomParticlePosition()
{
var viewportRect = GetViewportRect();
var position = new Vector2(
(float) GD.RandRange(ParticleScreenPadding, viewportRect.Size.x - ParticleScreenPadding),
(float) GD.RandRange(ParticleScreenPadding, viewportRect.Size.y - ParticleScreenPadding));
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;
}
}
}