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