Isidora Correa proyecto 10 IE 2012

De Casiopea



TítuloIsidora Correa proyecto 10 IE 2012
Tipo de ProyectoProyecto de Curso
Palabras Clavetarea 10
Período2012-2012
AsignaturaImagen Escrita 2012
Del CursoImagen Escrita 2012
CarrerasDiseño Gráfico, Diseño Industrial
Alumno(s)Isidora Correa
ProfesorHerbert Spencer

ventana 1

int MAX = 40; Thing[] t = new Thing[MAX]; Attractor a; Attractor b; Attractor p; boolean showVectors = true; boolean velo = true;

void setup() {

 size(700,700);
 smooth();


 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(height), random(height));
   t[i] = new Thing(ac, ve, lo, random(2, 100));
 }
 
 a = new Attractor(new PVector(width/2, height/3), 70, 6.4);
 b = new Attractor(new PVector(width/8, height/2), 50, -6.2);
  p = new Attractor(new PVector(width/4, height/5), 10, 10);
 PFont font;
 font = createFont("trebuchet", 18);
 textFont(font);

}

color cualquiera() {

 color c = color(random(105), random(400), random(405));
 return c;

}

void draw() {

 if (!velo)background(255); // fondo blanco
 a.rollover(mouseY, mouseX);
 b.rollover(mouseX, mouseY); 
 p.rollover(mouseY, mouseY);
 a.go(25);
 p.go(#E2A0E5);
 b.go(#39E337); 
 for (int i = 0; i < t.length; i++) {


   PVector f = a.calcGravForce(t[i]);
   PVector g = b.calcGravForce(t[i]);
   PVector j = p.calcGravForce(t[i]);
   
   t[i].applyForce(f);
   t[i].applyForce(g);
   t[i].applyForce(j);
   
   t[i].go();
 }
 if (keyPressed) {
   if (key == 'a') {
     a.G += 0.1;
   }
   if (key == 'z') {
     a.G -= 0.1;
   }
   if (key == 's') {
     a.mass += 5;
   }
   if (key == 'x') {
     a.mass -= 5;
     a.mass = constrain(a.mass, 0, 100);
   }
 if (key == 'd') {
     b.G += 0.1;
   }
   if (key == 'c') {
     b.G -= 0.1;
   }
   if (key == 'f') {
     b.mass += 5;
   }
     if (key == 'v') {
     b.mass -= 5;
     b.mass = constrain(b.mass, 0, 100);
   
   } 
     if (key == 'g') {
     p.G += 0.1;
   }
   if (key == 'b') {
     p.G -= 0.1;
   }
   if (key == 'h') {
     p.mass += 5;
   }
   if (key == 'n') {
     p.mass -= 5;
     p.mass = constrain(p.mass, 0, 100);
   }
 }


 if (velo) {
   fill(255, 15);
   noStroke();
   rect(0, 0, width, height);
 }

}


void mousePressed() {

 a.clicked(mouseY, mouseY);
 b.clicked(mouseY, mouseY);
  p.clicked(mouseX, mouseY);

}

void mouseReleased() {

 a.stopDragging();
 b.stopDragging();
 p.stopDragging();

}

void keyPressed() {

 if (key == ' ') {
   showVectors = !showVectors;
 }
 if (key == 'q') {
   velo = !velo;
 }

}


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, 140, 45, 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();
 }

}

ventana 2

class Attractor {

 float mass;    
 float G;     
 PVector loc; 
 boolean dragging = false; 
 boolean rollover = false; 
 PVector drag;  
 Attractor(PVector l_,float m_, float g_) {
   loc = l_.get();
   mass = m_;
   G = g_;
   drag = new PVector(0.0,0.0);
 }
 void go(color colors) {
   render(colors);
   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, 260.0);                     // 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(color colorci) {
   strokeWeight(mass / 10);
   stroke(0, 100);
   ellipseMode(CENTER);
   if (dragging) fill (colorci,50);
   else if (rollover) fill(colorci,100);
   else fill(colorci,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 = mouseX + drag.x;
   }
 }

}

ventana 3

class Thing {

 PVector loc; 
 PVector vel; 
 PVector acc;
 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;
   
 }
 
 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, 80);
   }    
 }
 // 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);
   
   acc.mult(1);
   col = color(0, 30*loc.mag(), 154, 160*vel.mag());
 }
 
 // Method to display
 void render() {
   ellipseMode(CENTER);
   fill(col);
   triangle(loc.x,loc.y,35,35,40,15);
   if (showVectors) {
     drawVector(vel,loc,20);
   }
 }

}