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); } }