【发布时间】:2016-05-29 15:31:18
【问题描述】:
我一直在尝试对这个项目做点什么,但到目前为止总是失败:) 所以决定在这里问:)
我希望粒子围绕 Rock 类中的椭圆,而不是穿过它,而是围绕它,就像河流中的一块岩石,水在它周围流动。有什么建议 ?
int NUM_PARTICLES = 1000;
ParticleSystem p;
Rock r;
void setup()
{
smooth();
fullScreen(P2D);
//size(700,700,P2D);
//background(0);
p = new ParticleSystem();
r = new Rock();
}
void draw()
{
background(0);
p.update();
p.render();
r.rock();
}
float speed = 1;
class Particle
{
PVector position, velocity;
Particle()
{
position = new PVector(random(width),random(height));
velocity = new PVector();
}
void update()
{
velocity.x = speed*(noise(position.y));
velocity.y = speed*(noise(position.x));
position.add(velocity);
if(position.x<0)position.x+=width;
if(position.x>width)position.x-=width;
if(position.y<0)position.y+=height;
if(position.y>height)position.y-=height;
}
void render()
{
stroke(0, 0, 255, 80);
line(position.x,position.y,position.x-velocity.x,position.y-velocity.y);
}
}
class ParticleSystem
{
Particle[] particles;
ParticleSystem()
{
particles = new Particle[NUM_PARTICLES];
for(int i = 0; i < NUM_PARTICLES; i++)
{
particles[i]= new Particle();
}
}
void update()
{
for(int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].update();
}
}
void render()
{
for(int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].render();
}
}
}
class Rock{
void rock()
{
noFill();
stroke(255);
strokeWeight(4);
ellipse(mouseX,mouseY,50,50);
}
}
编辑:1
我昨天做了一些自己的工作,我已经接近我想要的了,但仍然有一些视觉问题。我想摆脱流程的边缘,当我移动鼠标时,我仍然可以看到从力的椭圆线。这是结果。
int NUM_PARTICLES = 9000;
ParticleSystem p;
Rock r;
void setup()
{
smooth();
size(700,700,P2D);
p = new ParticleSystem();
r = new Rock();
}
void draw()
{
background(0);
p.update();
p.render();
r.rock();
}
float speed = 2;
float rad = 100;
class Particle
{
PVector position, velocity;
float initialPosY;
Particle()
{
position = new PVector(random(width), random(height));
initialPosY = position.y;
velocity = new PVector();
}
void update()
{
velocity.x = speed;
velocity.y = 0;
float d = dist (position.x, position.y, mouseX, mouseY);
if (d < rad) {
float force = map(d, 0, rad, speed, 0);
if (position.x < mouseX) {
if (position.y < mouseY) {
velocity.y = -force;
} else {
velocity.y = force;
}
} else {
if (position.y < mouseY) {
velocity.y = force;
} else {
velocity.y = -force;
}
}
position.add(velocity);
} else {
position = new PVector(position.x+speed, initialPosY);
}
if (position.x<0)position.x+=width;
if (position.x>width)position.x-=width;
if (position.y<0)position.y+=height;
if (position.y>height)position.y-=height;
}
void render()
{
stroke(255, 255, 255, 80);
point(position.x, position.y);
}
}
class ParticleSystem
{
Particle[] particles;
ParticleSystem()
{
particles = new Particle[NUM_PARTICLES];
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i]= new Particle();
}
}
void update()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].update();
}
}
void render()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].render();
}
}
}
class Rock{
void rock()
{
noFill();
stroke(255);
strokeWeight(4);
ellipse(mouseX,mouseY,50,50);
}
}
【问题讨论】:
标签: processing noise particles