init
This commit is contained in:
296
sketches/labyrinth.js
Normal file
296
sketches/labyrinth.js
Normal file
@@ -0,0 +1,296 @@
|
||||
var gridSize = 10;
|
||||
var labyrinth = [];
|
||||
var waterParticles = [];
|
||||
var gravity = 0.5;
|
||||
var damping = 0.98;
|
||||
var radius = gridSize / 4;
|
||||
var substeps = 4;
|
||||
var wallFriction = 0.99;
|
||||
|
||||
var cohesionStrength = 0.1;
|
||||
var cohesionRadius = radius * 4;
|
||||
|
||||
var wallGrid = [];
|
||||
var rows, cols;
|
||||
|
||||
function setup() {
|
||||
createCanvas(500, 500);
|
||||
rows = ceil(height / gridSize);
|
||||
cols = ceil(width / gridSize);
|
||||
|
||||
for (let i = 0; i < rows; i++) {
|
||||
wallGrid[i] = [];
|
||||
for (let j = 0; j < cols; j++) {
|
||||
wallGrid[i][j] = [];
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = 0; i < width; i += gridSize) {
|
||||
for (let j = 0; j < height; j += gridSize) {
|
||||
makeLabyrinth(i, j);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function makeLabyrinth(i, j) {
|
||||
const directions = [
|
||||
[i - gridSize, j + gridSize],
|
||||
[i + gridSize, j + gridSize],
|
||||
[i - gridSize, j - gridSize],
|
||||
[i + gridSize, j - gridSize]
|
||||
];
|
||||
const [x, y] = directions[Math.floor(Math.random() * directions.length)];
|
||||
const wall = [i, j, x, y];
|
||||
labyrinth.push(wall);
|
||||
|
||||
// Sort directions to make wall detection easier
|
||||
let minX = min(i, x);
|
||||
let maxX = max(i, x);
|
||||
let minY = min(j, y);
|
||||
let maxY = max(j, y);
|
||||
let startCol = floor(minX / gridSize);
|
||||
let endCol = floor(maxX / gridSize);
|
||||
let startRow = floor(minY / gridSize);
|
||||
let endRow = floor(maxY / gridSize);
|
||||
for (let r = startRow; r <= endRow; r++) {
|
||||
for (let c = startCol; c <= endCol; c++) {
|
||||
if (r >= 0 && r < rows && c >= 0 && c < cols) {
|
||||
wallGrid[r][c].push(wall);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- AI generated: point‑to‑segment distance for wall collision ----------
|
||||
function pointToSegmentDistance(px, py, x1, y1, x2, y2) {
|
||||
let ax = px - x1;
|
||||
let ay = py - y1;
|
||||
let bx = x2 - x1;
|
||||
let by = y2 - y1;
|
||||
let len2 = bx * bx + by * by;
|
||||
if (len2 === 0) {
|
||||
let dist = sqrt(ax * ax + ay * ay);
|
||||
let nx = ax / (dist + 1e-8);
|
||||
let ny = ay / (dist + 1e-8);
|
||||
return { dist, nx, ny };
|
||||
}
|
||||
let t = (ax * bx + ay * by) / len2;
|
||||
t = constrain(t, 0, 1);
|
||||
let closestX = x1 + t * bx;
|
||||
let closestY = y1 + t * by;
|
||||
let dx = px - closestX;
|
||||
let dy = py - closestY;
|
||||
let dist = sqrt(dx * dx + dy * dy);
|
||||
let nx = dx / (dist + 1e-8);
|
||||
let ny = dy / (dist + 1e-8);
|
||||
return { dist, nx, ny };
|
||||
}
|
||||
|
||||
// ---------- AI generated: wall collision resolution (push out, reflect) ----------
|
||||
function resolveWallCollision(p, stepX, stepY) {
|
||||
p.x += stepX;
|
||||
p.y += stepY;
|
||||
|
||||
for (let iter = 0; iter < 3; iter++) {
|
||||
let cellX = floor(p.x / gridSize);
|
||||
let cellY = floor(p.y / gridSize);
|
||||
let minDist = Infinity;
|
||||
let bestNx = 0, bestNy = 0;
|
||||
|
||||
for (let dx = -1; dx <= 1; dx++) {
|
||||
for (let dy = -1; dy <= 1; dy++) {
|
||||
let nx = cellX + dx;
|
||||
let ny = cellY + dy;
|
||||
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
|
||||
for (let w of wallGrid[ny][nx]) {
|
||||
let { dist, nx: nX, ny: nY } = pointToSegmentDistance(p.x, p.y, w[0], w[1], w[2], w[3]);
|
||||
if (dist < minDist) {
|
||||
minDist = dist;
|
||||
bestNx = nX;
|
||||
bestNy = nY;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (minDist < radius) {
|
||||
let overlap = radius - minDist;
|
||||
p.x += bestNx * overlap;
|
||||
p.y += bestNy * overlap;
|
||||
let dot = p.vx * bestNx + p.vy * bestNy;
|
||||
if (dot < 0) {
|
||||
p.vx -= dot * bestNx;
|
||||
p.vy -= dot * bestNy;
|
||||
p.vx *= wallFriction;
|
||||
p.vy *= wallFriction;
|
||||
}
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- AI generated: sticky particle‑particle collision ----------
|
||||
function handleParticleCollision(p1, p2) {
|
||||
let dx = p2.x - p1.x;
|
||||
let dy = p2.y - p1.y;
|
||||
let dist = sqrt(dx * dx + dy * dy);
|
||||
let minDist = radius * 2;
|
||||
if (dist < minDist) {
|
||||
let overlap = minDist - dist;
|
||||
let nx = dx / dist;
|
||||
let ny = dy / dist;
|
||||
// Separate
|
||||
p1.x -= nx * overlap * 0.5;
|
||||
p1.y -= ny * overlap * 0.5;
|
||||
p2.x += nx * overlap * 0.5;
|
||||
p2.y += ny * overlap * 0.5;
|
||||
// Velocity exchange (low restitution for stickiness)
|
||||
let vrelx = p2.vx - p1.vx;
|
||||
let vrely = p2.vy - p1.vy;
|
||||
let dot = vrelx * nx + vrely * ny;
|
||||
if (dot < 0) {
|
||||
let e = 0.2;
|
||||
let imp = (1 + e) * dot / 2;
|
||||
p1.vx += imp * nx;
|
||||
p1.vy += imp * ny;
|
||||
p2.vx -= imp * nx;
|
||||
p2.vy -= imp * ny;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- AI generated: cohesion (attraction between nearby particles) ----------
|
||||
function applyCohesion(p, particleGrid, cellX, cellY) {
|
||||
let fx = 0, fy = 0;
|
||||
for (let dx = -1; dx <= 1; dx++) {
|
||||
for (let dy = -1; dy <= 1; dy++) {
|
||||
let nx = cellX + dx;
|
||||
let ny = cellY + dy;
|
||||
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
|
||||
for (let other of particleGrid[ny][nx]) {
|
||||
if (other === p) continue;
|
||||
let ddx = other.x - p.x;
|
||||
let ddy = other.y - p.y;
|
||||
let dist = sqrt(ddx*ddx + ddy*ddy);
|
||||
if (dist > 0 && dist < cohesionRadius) {
|
||||
let strength = cohesionStrength * (1 - dist / cohesionRadius);
|
||||
fx += ddx * strength;
|
||||
fy += ddy * strength;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
p.vx += fx;
|
||||
p.vy += fy;
|
||||
}
|
||||
|
||||
function draw() {
|
||||
background(255);
|
||||
|
||||
for (let w of labyrinth) {
|
||||
stroke(0);
|
||||
strokeWeight(1);
|
||||
line(w[0], w[1], w[2], w[3]);
|
||||
}
|
||||
|
||||
if (mouseIsPressed) {
|
||||
waterParticles.push({
|
||||
x: mouseX,
|
||||
y: mouseY,
|
||||
vx: random(-1, 1),
|
||||
vy: random(-1, 1)
|
||||
});
|
||||
}
|
||||
|
||||
// ---------- AI generated: build particle grid for cohesion & collisions ----------
|
||||
let particleGrid = [];
|
||||
for (let i = 0; i < rows; i++) {
|
||||
particleGrid[i] = [];
|
||||
for (let j = 0; j < cols; j++) {
|
||||
particleGrid[i][j] = [];
|
||||
}
|
||||
}
|
||||
for (let p of waterParticles) {
|
||||
let cellX = floor(p.x / gridSize);
|
||||
let cellY = floor(p.y / gridSize);
|
||||
if (cellX >= 0 && cellX < cols && cellY >= 0 && cellY < rows) {
|
||||
particleGrid[cellY][cellX].push(p);
|
||||
}
|
||||
}
|
||||
|
||||
for (let p of waterParticles) {
|
||||
let cellX = floor(p.x / gridSize);
|
||||
let cellY = floor(p.y / gridSize);
|
||||
applyCohesion(p, particleGrid, cellX, cellY);
|
||||
}
|
||||
|
||||
for (let p of waterParticles) {
|
||||
p.vy += gravity;
|
||||
p.vx *= damping;
|
||||
p.vy *= damping;
|
||||
}
|
||||
|
||||
for (let p of waterParticles) {
|
||||
let stepX = p.vx / substeps;
|
||||
let stepY = p.vy / substeps;
|
||||
for (let s = 0; s < substeps; s++) {
|
||||
resolveWallCollision(p, stepX, stepY);
|
||||
}
|
||||
p.x = constrain(p.x, radius, width - radius);
|
||||
p.y = constrain(p.y, radius, height - radius);
|
||||
if (p.x <= radius || p.x >= width - radius) p.vx *= -0.9;
|
||||
if (p.y <= radius || p.y >= height - radius) p.vy *= -0.9;
|
||||
}
|
||||
|
||||
for (let i = waterParticles.length-1; i >= 0; i--) {
|
||||
let p = waterParticles[i];
|
||||
if (p.y + radius >= height) {
|
||||
waterParticles.splice(i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = 0; i < rows; i++) {
|
||||
for (let j = 0; j < cols; j++) {
|
||||
particleGrid[i][j] = [];
|
||||
}
|
||||
}
|
||||
for (let p of waterParticles) {
|
||||
let cellX = floor(p.x / gridSize);
|
||||
let cellY = floor(p.y / gridSize);
|
||||
if (cellX >= 0 && cellX < cols && cellY >= 0 && cellY < rows) {
|
||||
particleGrid[cellY][cellX].push(p);
|
||||
}
|
||||
}
|
||||
|
||||
let handled = new Array(waterParticles.length).fill(false);
|
||||
for (let i = 0; i < waterParticles.length; i++) {
|
||||
if (handled[i]) continue;
|
||||
let p1 = waterParticles[i];
|
||||
let cellX = floor(p1.x / gridSize);
|
||||
let cellY = floor(p1.y / gridSize);
|
||||
for (let dx = -1; dx <= 1; dx++) {
|
||||
for (let dy = -1; dy <= 1; dy++) {
|
||||
let nx = cellX + dx;
|
||||
let ny = cellY + dy;
|
||||
if (nx >= 0 && nx < cols && ny >= 0 && ny < rows) {
|
||||
for (let p2 of particleGrid[ny][nx]) {
|
||||
if (p2 === p1) continue;
|
||||
let j = waterParticles.indexOf(p2);
|
||||
if (j <= i) continue;
|
||||
handleParticleCollision(p1, p2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
handled[i] = true;
|
||||
}
|
||||
|
||||
fill(0, 0, 255);
|
||||
noStroke();
|
||||
for (let p of waterParticles) {
|
||||
ellipse(p.x, p.y, radius * 2, radius * 2);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user