Diferencia entre revisiones de «Eduardo Arratia Tarea 10 Mov.Particulas»

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// Daniel Shiffman <http://www.shiffman.net>
<nowiki>// Daniel Shiffman <http://www.shiffman.net>


// Demonstrates attractive force one body exerts on a group of bodies stored in an array
// Demonstrates attractive force one body exerts on a group of bodies stored in an array

Revisión del 02:25 12 jul 2012



TítuloEduardo Arratia Tarea 10 Mov.Particulas
Tipo de ProyectoProyecto de Curso
Palabras Clavetarea10
Del CursoImagen Escrita 2012,
CarrerasArquitectura
Alumno(s)Eduardo Arratia

Colores Cálidos se dirigen a un punto, con "a" se aumenta la gravedad con "z" se disminuye y con "s" y "x" se aumenta y disminuye el tamaño del cuadrado respectivamente

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// 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; boolean showVectors = false; boolean velo = false; void setup() { size(1024, 768); 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/2, height/2), 30, 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 a.go(); // * atractor: sea! 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 += 30; } if (key == 'z') { a.G-= 60; } if (key == 's') { a.mass += 5; } if (key == 'x') { a.mass -= 5; a.mass = constrain(a.mass, 20, 100); } } fill(0); text("G = "+a.G+",\t la masa del atractor = "+a.mass, 30, height-30); if (velo) { fill(255, 15); noStroke(); rect(0, 0, width, height); } } void mousePressed() { a.clicked(mouseX, mouseY); } void mouseReleased() { a.stopDragging(); } void keyPressed() { if (key == ' ') { showVectors = !showVectors; } if (key == 'v') { 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(); } } ----- 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, 5.0, 10.0); // 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+40); // Get force vector --> magnitude * direction return dir; } // Method to display void render() { strokeWeight(mass / 10); stroke(0, 100); ellipseMode(CENTER); if (dragging) fill (#FFE200); else if (rollover) fill(#FF7C00); else fill(#7C592F); rect(loc.x,loc.y,mass*2,mass*2); rect(loc.x,loc.y,mass/2,40); 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; } } } ---- 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() { rectMode(CENTER); fill(#E34242); triangle(loc.x/2, loc.y/2, mass, mass, 120, 50); triangle(loc.x*4, loc.y/2, 1000, 950, 900, 700) ; if (showVectors) { drawVector(vel, loc,10); } } }