Eduardo Arratia Tarea 10 Mov.Particulas

De Casiopea
La versión para imprimir ya no se admite y puede contener errores de representación. Actualiza los marcadores del navegador y utiliza en su lugar la función de impresión predeterminada del navegador.



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); } } }