Compare commits
2 Commits
68411e3314
...
3f9de9c266
| Author | SHA1 | Date | |
|---|---|---|---|
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3f9de9c266 | ||
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10c9cad0a6 |
1
assets/wallpaper
Symbolic link
1
assets/wallpaper
Symbolic link
@@ -0,0 +1 @@
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/home/jgh/Dokumente/wallpaper/
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13
css/style.css
Normal file
13
css/style.css
Normal file
@@ -0,0 +1,13 @@
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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body {
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display: flex;
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justify-content: center;
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align-items: center;
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min-height: 100vh;
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background: #f0f0f0;
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}
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144
devSide.html
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144
devSide.html
Normal file
@@ -0,0 +1,144 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>p5.js Sketch Selector</title>
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<link rel="stylesheet" href="css/style.css">
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<script src="js/p5.js"></script>
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<script src="js/addons/p5.sound.min.js"></script>
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<style>
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#sketch-selector {
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position: fixed;
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top: 10px;
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right: 10px;
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background: rgba(255, 255, 255, 0.9);
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padding: 8px 12px;
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border-radius: 8px;
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box-shadow: 0 2px 6px rgba(0,0,0,0.2);
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font-family: sans-serif;
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z-index: 1000;
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font-size: 14px;
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}
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select, button {
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margin-left: 5px;
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}
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#status {
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position: fixed;
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bottom: 10px;
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right: 10px;
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background: rgba(0,0,0,0.7);
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color: white;
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padding: 4px 8px;
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border-radius: 4px;
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font-family: monospace;
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font-size: 12px;
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z-index: 1000;
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}
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</style>
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</head>
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<body>
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<div id="sketch-selector">
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<label>Sketch: </label>
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<select id="sketchSelect"></select>
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<button id="loadBtn">Load</button>
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</div>
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<div id="status">No sketch loaded.</div>
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<script>
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// Helper: reload page with selected sketch
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function reloadWithSketch(filename) {
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if (filename) {
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window.location.search = `?sketch=${encodeURIComponent(filename)}`;
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} else {
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window.location.search = ''; // clear
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}
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}
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// Fallback list of sketch files (if auto-detection fails)
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const FALLBACK_SKETCHES = [
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"calmCircles.js",
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"Cubes.js",
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"labyrinth.js",
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"RecursiveCubes.js",
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"image.js"
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];
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// Auto-detect .js files in the same directory
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async function detectSketches() {
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try {
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const response = await fetch(window.location.pathname);
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const html = await response.text();
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const parser = new DOMParser();
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const doc = parser.parseFromString(html, 'text/html');
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const links = doc.querySelectorAll('a');
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const jsFiles = [];
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for (let link of links) {
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const href = link.getAttribute('href');
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if (href && href.endsWith('.js') && !href.includes('/') && !href.includes('p5')) {
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jsFiles.push(href);
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}
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}
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if (jsFiles.length > 0) return jsFiles;
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} catch (err) {
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console.warn('Auto-detection failed, using fallback list:', err);
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}
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return FALLBACK_SKETCHES;
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}
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// Update dropdown with detected sketch files
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function updateDropdown(selectElement, sketches, currentSketch) {
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selectElement.innerHTML = '';
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for (let sk of sketches) {
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const option = document.createElement('option');
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option.value = "sketches/"+sk;
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option.textContent = sk;
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if (sk === currentSketch) option.selected = true;
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selectElement.appendChild(option);
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}
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}
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// Main initialisation
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(async function() {
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const sketches = await detectSketches();
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const currentSketch = new URLSearchParams(window.location.search).get('sketch');
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const selectEl = document.getElementById('sketchSelect');
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const loadBtn = document.getElementById('loadBtn');
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const statusEl = document.getElementById('status');
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// Fill dropdown
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updateDropdown(selectEl, sketches, currentSketch);
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// Show current sketch in status
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if (currentSketch && sketches.includes(currentSketch)) {
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statusEl.textContent = `Running: ${currentSketch}`;
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} else {
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statusEl.textContent = 'No sketch selected.';
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}
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// Handle load button: reload page with selected sketch
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loadBtn.addEventListener('click', () => {
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const selected = selectEl.value;
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if (selected) {
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reloadWithSketch(selected);
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}
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});
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})();
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</script>
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<!--
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Synchronously load the sketch specified in the URL parameter.
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This must be placed after the selector UI but before any other dynamic scripts.
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It ensures the sketch's setup() and draw() are defined before p5.js finishes loading.
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-->
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<script>
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(function() {
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const params = new URLSearchParams(window.location.search);
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const sketchFile = params.get('sketch');
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if (sketchFile) {
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document.write('<script src="' + sketchFile + '"><\/script>');
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}
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})();
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</script>
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</body>
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</html>
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12
index.html
Normal file
12
index.html
Normal file
@@ -0,0 +1,12 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>p5.js liberary</title>
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</head>
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<body>
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<div id="liberary">
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</div>
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</body>
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<script type="module" src="index.js"></script>
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</html>
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35
index.js
Normal file
35
index.js
Normal file
@@ -0,0 +1,35 @@
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console.log("test");
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/*
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var fs = require('fs');
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var files = fs.readdirSync('.');
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*/
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liberary = document.getElementById('liberary');
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liberary.innerHTML = "<p>title</p>";
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liberary.innerHTML += "<div class='item'></div>";
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// Source - https://stackoverflow.com/a/72205254
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// Posted by Mohammad Ali Rony
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// Retrieved 2026-04-01, License - CC BY-SA 4.0
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function UrlExists(url)
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{
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var http = new XMLHttpRequest();
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http.open('HEAD', url, false);
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http.send();
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return http.status!=404;
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}
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var fileName = "";
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var alphabet = ["a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"];
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for (var i = 0; i < alphabet.length*15; i++){
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fileName = "";
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for (var i = 0; i < i/alphabet.length; i++){
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fileName += alphabet[i];
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}
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fileName = alphabet[i] + ".js";
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if (UrlExists("sketches/"+fileName)){
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console.log(fileName);
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}
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}
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9
index2.html
Normal file
9
index2.html
Normal file
@@ -0,0 +1,9 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.3.1/p5.min.js"></script>
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</head>
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<body>
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<script src="sketches/imageNoice.js"></script>
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</body>
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</html>
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7
js/addons/p5.sound.min.js
vendored
Normal file
7
js/addons/p5.sound.min.js
vendored
Normal file
File diff suppressed because one or more lines are too long
41
sketches/2images.js
Normal file
41
sketches/2images.js
Normal file
@@ -0,0 +1,41 @@
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function preload() {
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img1 = loadImage('assets/wallpaper/dear.png');
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img2 = loadImage('assets/wallpaper/elphantJap.jpg');
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}
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function setup() {
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createCanvas(img1.width, img1.height);
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background(255,255,255)
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//image(img1, 0, 0);
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for (let col = 0; col < img1.width; col += 1) {
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for (let row = 0; row < img1.height; row += 1) {
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let c = img1.get(col, row);
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if (col%2 == 0){
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stroke(color(c));
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strokeWeight(1);
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point(col, row);
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}
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}
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}
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for (let col = 0; col < img2.width; col += 1) {
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for (let row = 0; row < img2.height; row += 1) {
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let c = img2.get(col, row);
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if (col%2 == 1){
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stroke(color(c));
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strokeWeight(1);
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point(col, row);
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}
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}
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}
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}
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function draw() {
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}
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function mousePressed(){
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||||
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}
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29
sketches/Cubes.js
Normal file
29
sketches/Cubes.js
Normal file
@@ -0,0 +1,29 @@
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var size = 0
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var randomX = 0
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var randomY = 0
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var mouseIndex = 0
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function setup() {
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createCanvas(500, 500);
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background(255,255,255)
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noFill();
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for (i = 0; i < 30; i++){
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size = random(0, 15)*i;
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randomX = random(-width/10, width/10);
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randomY = random(-height/10, height/10);
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square(width/2 +randomX - size/2, height/2 +randomY- size/2, size);
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}
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}
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function draw() {
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}
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function mousePressed(){
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mouseIndex++
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size = random(0, 15)*i;
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randomX = random(-width/10, width/10);
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randomY = random(-height/10, height/10);
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square(width/2 +randomX - size/2, height/2 +randomY- size/2, size);
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}
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11
sketches/RecursiveCubes.js
Normal file
11
sketches/RecursiveCubes.js
Normal file
@@ -0,0 +1,11 @@
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var numberOfSquaresX = 4;
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var numberOfSquaresY = 4;
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function setup() {
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createCanvas(500, 500);
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background(255,255,255);
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}
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function draw() {
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}
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33
sketches/calmCircles.js
Normal file
33
sketches/calmCircles.js
Normal file
@@ -0,0 +1,33 @@
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function setup() {
|
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createCanvas(500, 500);
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}
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function draw() {
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background(random(100,200), 0, random(100,200));
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for (let i = 0; i <= width * sqrt(2); i += 10){
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stroke(random(255),random(255),random(255))
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strokeWeight(2)
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noFill()
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circle(width/2 + random(0,30),height/2 + random(0,30),i)
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const strokeValue = i%20 ? 100 : 0;
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stroke(strokeValue)
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||||
}
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||||
|
||||
for (let i = 0; i < 50; i++){
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stroke(random(255),random(255),random(255))
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let x = random(0, width)
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let y = random(0, height)
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line(width/2,height/2,x,y)
|
||||
}
|
||||
}
|
||||
|
||||
function mousePressed(){
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for (let i = 0; i < 50; i++){
|
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stroke(random(255),random(255),random(255))
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let x = random(0, width)
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let y = random(0, height)
|
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line(mouseX,mouseY,x,y)
|
||||
}
|
||||
}
|
||||
30
sketches/image.js
Normal file
30
sketches/image.js
Normal file
@@ -0,0 +1,30 @@
|
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function preload() {
|
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img1 = loadImage('assets/wallpaper/dear.png');
|
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img2 = loadImage('assets/wallpaper/elphantJap.jpg');
|
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}
|
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|
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function setup() {
|
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createCanvas(img1.width, img1.height);
|
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background(255,255,255)
|
||||
|
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//image(img1, 0, 0);
|
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var glithes= random(3, 10);
|
||||
|
||||
for (let col = 0; col < img1.width; col += 1) {
|
||||
for (let row = 0; row < img1.height; row += 1) {
|
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let c = img1.get(col, row);
|
||||
stroke(color(c));
|
||||
strokeWeight(1);
|
||||
point(col, row);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function draw() {
|
||||
|
||||
}
|
||||
|
||||
function mousePressed(){
|
||||
|
||||
}
|
||||
38
sketches/imageNoice.js
Normal file
38
sketches/imageNoice.js
Normal file
@@ -0,0 +1,38 @@
|
||||
function preload() {
|
||||
img1 = loadImage('assets/wallpaper/elphantJap.jpg');
|
||||
}
|
||||
|
||||
function setup() {
|
||||
createCanvas(img1.width, img1.height);
|
||||
background(255,255,55)
|
||||
|
||||
//image(img1, 0, 0);
|
||||
|
||||
for (let col = 0; col < img1.width; col += 1) {
|
||||
for (let row = 0; row < img1.height; row += 1) {
|
||||
let c = img1.get(col, row);
|
||||
|
||||
if (c[0] + c[1] + c[2] < random(0, 255)*3) {
|
||||
c[0] = 0;
|
||||
c[1] = 0;
|
||||
c[2] = 0;
|
||||
}else{
|
||||
c[0] = 255;
|
||||
c[1] = 255;
|
||||
c[2] = 255;
|
||||
}
|
||||
stroke(color(c));
|
||||
strokeWeight(1);
|
||||
point(col, row);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function draw() {
|
||||
|
||||
}
|
||||
|
||||
function mousePressed(){
|
||||
|
||||
}
|
||||
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