Las dos partículas de Danilo
De Casiopea
[[Archivo:Part�culas.jpg|thumb|800px|center|las partículas de Danilo]]
Título | las partículas de Danilo |
---|---|
Tipo de Proyecto | Proyecto de Curso |
Palabras Clave | tarea 10 |
Del Curso | Imagen Escrita 2012, |
Carreras | Diseño Gráfico"Diseño Gráfico" is not in the list (Arquitectura, Diseño, Magíster, Otra) of allowed values for the "Carreras Relacionadas" property., Diseño Industrial"Diseño Industrial" is not in the list (Arquitectura, Diseño, Magíster, Otra) of allowed values for the "Carreras Relacionadas" property. |
Alumno(s) | Danilo Garrido |
Profesor | Herbert Spencer |
/*lo que he hecho es simplemente mejorar la presentación de las partículas, señalando los botones que permiten realizar cambios. además, he añadido un segundo atractor, el cual posee cambios individuales, de ésta forma, dejo la posibilidad de experimentar con dos cuerpos distintos*/ // Attraction // Daniel Shiffman <http://www.shiffman.net> // Demonstrates attractive force one body exerts on a group of bodies stored in an array // G ---> universal gravitational constant // m1 --> mass of object #1 // m2 --> mass of object #2 // d ---> distance between objects // F = (G*m1*m2)/(d*d) // Click and drag attractive body to move throughout space // Keypress turns on and off vector display int MAX = 30; Thing[] t = new Thing[MAX]; Attractor a; Attractor b; boolean showVectors = false; boolean velo = false; void setup() { size(824, 568); smooth(); // Some random bodies for (int i = 0; i < t.length; i++) { PVector ac = new PVector(0.0, 0.0); PVector ve = new PVector(random(-1, 1), random(-1, 1)); PVector lo = new PVector(random(width), random(height)); t[i] = new Thing(ac, ve, lo, random(2, 100)); } // Create an attractive body a = new Attractor(new PVector(width/4, height/2), 30, 1.4); b = new Attractor(new PVector(width-200, height/2), 60, 1.4); PFont font; font = createFont("Monaco", 18); textFont(font); } color cualquiera() { color c = color(random(255), random(255), random(255)); return c; } void draw() { if (!velo)background(255); // fondo blanco a.rollover(mouseX, mouseY); // "escucha" al mouse para saber si hay rollover sobre el atractor b.rollover(mouseX, mouseY); a.go(); // * atractor: sea! b.go(); for (int i = 0; i < t.length; i++) { // Calculate a force exerted by "attractor" on "thing" PVector f = a.calcGravForce(t[i]); // Apply that force to the thing t[i].applyForce(f); // Update and render t[i].go(); } if (keyPressed) { if (key == 'a') { a.G += 0.1; } if (key == 'z') { a.G -= 0.1; } if (key == 'd') { b.G += 0.1; } if (key == 'c') { b.G += 0.1; } if (key == 's') { a.mass += 5; } if (key == 'f') { b.mass += 10; } if (key == 'v') { b.mass -=10; b.mass = constrain(b.mass, 0, 100); } if (key == 'x') { a.mass -= 5; a.mass = constrain(a.mass, 0, 100); } } stroke(0); strokeWeight(2); rect(25, height-50, width-40, height-15); fill(100); fill(0); text("A y Z para Gravedad del atractor = "+a.G, 30, height-30); text("S y X para Masa del Atractor = "+a.mass, 30, height-10); text("C y D para Gravedad Atractor 2 ="+b.G, 450, height-30); text("F y V para Masa Atractor 2 = "+b.mass, 450, height-10); if (velo) { fill(255, 15); noStroke(); rect(0, 0, width, height); } } void mousePressed() { a.clicked(mouseX, mouseY); b.clicked(mouseX, mouseY); } void mouseReleased() { a.stopDragging(); b.stopDragging(); } void keyPressed() { if (key == ' ') { showVectors = !showVectors; } if (key == '1') { velo = !velo; } } // Renders a vector object 'v' as an arrow and a location 'loc' void drawVector(PVector v, PVector loc, float scayl) { strokeWeight(.75); if (v.mag() > 0.0) { pushMatrix(); float arrowsize = 10; // Translate to location to render vector translate(loc.x, loc.y); stroke(255, 128, 0, 200); // Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate rotate(v.heading2D()); // Calculate length of vector & scale it to be bigger or smaller if necessary float len = v.mag()*scayl; // Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction) line(0, 0, len, 0); line(len, 0, len-arrowsize, +arrowsize/2); line(len, 0, len-arrowsize, -arrowsize/2); popMatrix(); } } ------------------------------------------------------- /*en una pestaña nueva se pone esto*/ // Attraction // Daniel Shiffman <http://www.shiffman.net> // A class for a draggable attractive body in our world class Attractor { float mass; // Mass, tied to size float G; // Gravitational Constant PVector loc; // Location boolean dragging = false; // Is the object being dragged? boolean rollover = false; // Is the mouse over the ellipse? PVector drag; // holds the offset for when object is clicked on Attractor(PVector l_, float m_, float g_) { loc = l_.get(); mass = m_; G = g_; drag = new PVector(0.0, 0.0); } void go() { render(); drag(); } PVector calcGravForce(Thing t) { PVector dir = PVector.sub(loc, t.getLoc()); // Calculate direction of force float d = dir.mag(); // Distance between objects d = constrain(d, 1.0, 250.0); // Limiting the distance to eliminate "extreme" results for very close or very far objects dir.normalize(); // Normalize vector (distance doesn't matter here, we just want this vector for direction) float force = (G * mass * t.getMass()) / (d * d); // Calculate gravitional force magnitude dir.mult(force); // Get force vector --> magnitude * direction return dir; } // Method to display void render() { strokeWeight(mass / 10); stroke(0, 100); ellipseMode(CENTER); if (dragging) fill (50); else if (rollover) fill(100); else fill(175, 200); ellipse(loc.x, loc.y, mass*2, mass*2); noStroke(); } // The methods below are for mouse interaction void clicked(int mx, int my) { float d = dist(mx, my, loc.x, loc.y); if (d < mass) { dragging = true; drag.x = loc.x-mx; drag.y = loc.y-my; } } void rollover(int mx, int my) { float d = dist(mx, my, loc.x, loc.y); if (d < mass) { rollover = true; } else { rollover = false; } } void stopDragging() { dragging = false; } void drag() { if (dragging) { loc.x = mouseX + drag.x; loc.y = mouseY + drag.y; } } } ----------------------------------------- /*en una nueva pestaña se pone esto*/ // Attraction // Daniel Shiffman <http://www.shiffman.net> // A class to describe a thing in our world, has vectors for location, velocity, and acceleration // Also includes scalar values for mass, maximum velocity, and elasticity class Thing { PVector loc; // location PVector vel; // velocity PVector acc; // acceleration float mass; float max_vel; color col; Thing(PVector a, PVector v, PVector l, float m_) { acc = a.get(); vel = v.get(); loc = l.get(); mass = m_; max_vel = 20.0; col = color(random(180, 255), random(100, 175), random(30), 200); } PVector getLoc() { return loc; } PVector getVel() { return vel; } float getMass() { return mass; } void applyForce(PVector force) { force.div(mass); acc.add(force); if (showVectors) { drawVector(force,loc, 100); } } // Main method to operate object void go() { update(); render(); } // Method to update location void update() { vel.add(acc); vel.limit(max_vel); loc.add(vel); // Multiplying by 0 sets the all the components to 0 acc.mult(0); } // Method to display void render() { ellipseMode(CENTER); fill(col); ellipse(loc.x,loc.y,mass,mass); if (showVectors) { drawVector(vel,loc,20); } } }