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April 23, 2016 04:28
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Simulación física de lluvia en P5JS
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| "use strict" | |
| var system; | |
| var line_system; | |
| var gravity; | |
| var wind; | |
| function setup() { | |
| createCanvas(720, 900); | |
| system = new ParticleSystem(createVector(width/2, -40)); | |
| line_system = new LineSystem(); | |
| gravity = createVector(0, 0.05); | |
| wind = createVector(random(-0.05,0.05), 0); | |
| } | |
| function draw() { | |
| background(51); | |
| system.addParticle(1); | |
| system.run(); | |
| line_system.run(); | |
| drawControls(); | |
| //print(system.particles.length); | |
| } | |
| class Particle { | |
| constructor(position, velocity,splash){ | |
| this.acceleration = createVector(0, 0); | |
| this.velocity = velocity; | |
| this.position = position.copy(); | |
| this.lifespan = 255.0; | |
| this.mass = random(1.,3.); | |
| this.splash = splash; | |
| this.dead = false; | |
| }; | |
| run(){ | |
| this.update(); | |
| this.display(); | |
| }; | |
| update(){ | |
| this.velocity.add(this.acceleration); | |
| this.position.add(this.velocity); | |
| this.lifespan -= 2; | |
| }; | |
| applyForce(force){ | |
| let f = p5.Vector.div(force, this.mass); | |
| this.acceleration.add(f); | |
| }; | |
| kill(){ | |
| this.dead =true; | |
| } | |
| display(){ | |
| stroke(200, this.lifespan); | |
| strokeWeight(this.mass); | |
| line(this.position.x, this.position.y, this.position.x+this.velocity.x, this.position.y+this.velocity.y); | |
| }; | |
| // Determina si está fuera de pantalla | |
| isDead(){ | |
| if (this.position.y > height | this.dead) { | |
| return true; | |
| } else { | |
| return false; | |
| } | |
| }; | |
| } | |
| class ParticleSystem { | |
| constructor(position) { | |
| this.origin = position.copy(); | |
| this.particles = []; | |
| }; | |
| addParticle(number) { | |
| for (let j = 0; j<=number; j++) { | |
| this.particles.push(new Particle(createVector(random(-width/2,1.5*width), random(this.origin.y-40,this.origin.y+40)),createVector(0, random(1,4)),false)); | |
| } | |
| }; | |
| addSplash(number,position,velocity){ | |
| for (let j = 0; j<=number; j++) { | |
| let s = new Particle(position, createVector(velocity.x*0.4, velocity.y*0.4),true); | |
| s.mass = 1; | |
| this.particles.push(s); | |
| } | |
| } | |
| run() { | |
| for (var i = this.particles.length-1; i >= 0; i--) { | |
| var p = this.particles[i]; | |
| p.applyForce(gravity); | |
| p.applyForce(wind); | |
| p.run(); | |
| if (p.isDead()) { | |
| this.particles.splice(i, 1); | |
| } | |
| } | |
| }; | |
| } | |
| class Line { | |
| constructor() { | |
| this.origin = createVector(mouseX, mouseY); | |
| this.end = null; | |
| this.ready = false; | |
| line_system.lines.push(this); | |
| print("nueva linea"); | |
| }; | |
| ending(){ | |
| this.end = createVector(mouseX, mouseY); | |
| print("linea terminada"); | |
| } | |
| display(){ | |
| if (this.end!=null){ | |
| stroke("white"); | |
| strokeWeight(3); | |
| line(this.origin.x,this.origin.y,this.end.x,this.end.y); | |
| this.ready = true; | |
| } | |
| else if (!this.ready) { | |
| stroke("black"); | |
| strokeWeight(1); | |
| line(this.origin.x,this.origin.y,mouseX,mouseY); | |
| } | |
| } | |
| } | |
| class LineSystem { | |
| constructor(){ | |
| this.lines = []; | |
| this.f_coeff = 1.5; | |
| } | |
| run(){ | |
| this.display(); | |
| this.collitions(); | |
| } | |
| addLine(){ | |
| let l = new Line(); | |
| } | |
| endLine(){ | |
| line_system.lines[this.lines.length-1].ending(); | |
| } | |
| deleteAll(){ | |
| this.lines.splice(0, this.lines.length); | |
| } | |
| display(){ | |
| for (var i = 0; i<this.lines.length; i++) { | |
| this.lines[i].display(); | |
| } | |
| } | |
| collitions(){ | |
| for (let i = 0; i<this.lines.length; i++) { | |
| for (let j = 0; j<system.particles.length; j++) { | |
| if (system.particles[j].splash==true){ | |
| system.particles[j].kill(); | |
| } | |
| else if(this.lines[i].ready && collideLineLine(this.lines[i].origin.x,this.lines[i].origin.y,this.lines[i].end.x,this.lines[i].end.y,system.particles[j].position.x,system.particles[j].position.y,system.particles[j].position.x+system.particles[j].velocity.x,system.particles[j].position.y+system.particles[j].velocity.y)){ | |
| let friction = system.particles[j].velocity.mult(-1).normalize().mult(this.f_coeff); | |
| system.particles[j].applyForce(friction); | |
| //system.particles[j].velocity = p5.Vector.mult(system.particles[j].velocity, -0.5); | |
| let splashes = random(1,3); | |
| //system.particles[j].mass *= 1/splashes; //quita masa a la gota original | |
| system.addSplash(splashes,system.particles[j].position,system.particles[j].velocity); //crea pequeñas gotas que salpican | |
| } | |
| } | |
| } | |
| } | |
| } | |
| function mousePressed() { | |
| if (mouseButton == LEFT){ | |
| line_system.addLine(); | |
| } | |
| } | |
| function mouseReleased() { | |
| if (mouseButton == LEFT){ | |
| line_system.endLine(); | |
| } | |
| else if (mouseButton == RIGHT){ | |
| line_system.deleteAll(); | |
| } | |
| } | |
| function keyPressed(){ | |
| if (keyCode== CONTROL){ | |
| line_system.deleteAll(); | |
| } | |
| } | |
| function drawControls(){ | |
| let controls="RIGHT CLICK->Draw line CTRL ->Erase all"; | |
| textSize(11); | |
| fill("white"); | |
| noStroke(); | |
| text(controls,20,880); | |
| } |
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