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<head>
<meta charset="UTF-8">
<title>Particles</title>
<!-- See https://p5js.org/download/ -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.5.16/p5.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.5.16/addons/p5.dom.min.js"></script>
</head>
<body>
<div id='canvasDiv'>
<!-- Canvas here -->
</div>
<!-- FLEX OUTER CONTAINER -->
<div id='controls' class='flex-outer-c'>
<!-- CONTROLLERS -->
<!-- flex-inner-c flex inner container-->
<div class="flex-inner-c">
<button id='toggleAtt' type="button" > Show Attractors</button>
<button id='recolor' type="button" > Change particle colors</button>
</div>
<div class="flex-inner-c">
<label for='aMass'>Attractor Mass</label>
<input id='aMass' type='range' value='1' min='0.5' max='13' step='0.1'>
</div>
<div class="flex-inner-c">
<label for='pMass'>Particle Mass</label>
<input id='pMass' type='range' value='0.5' min='0.3' max='3' step='0.1'>
</div>
<div class="flex-inner-c">
<label for='pLimitLo'>Velocity limit: low</label>
<input id='pLimitLo' type='range' value='7' min='5' max='30' step='1'>
</div>
<div class="flex-inner-c">
<label for='pLimitHi'>Velocity limit: high</label>
<input id='pLimitHi' type='range' value='10' min='5' max='30' step='1'>
</div>
</div>
</body>
body {
padding: 0;
margin: 0;
}
canvas {
vertical-align: top;
/* border: 3px solid lightblue; */
}
#controls {
background-color: rgb(3, 24, 92);
}
#controls {
/* height: 50px; */
}
label {
color: red;
clear: left;
padding-left: 10px;
font-size: 0.8rem;
}
#attMassDiv, #partMassDiv {
/* display: block; */
}
/* FLEX OUTER CONTAINER */
.flex-outer-c {
display: flex;
flex-flow: row wrap;
}
/* FLEX INNER CONTAINER */
.flex-inner-c {
display: flex;
flex-flow: column;
flex: 0.5 0 140px;
/* padding-left: 5px; */
padding: 2px;
border: 1px solid lightgreen;
margin: 2px;
}
.flex-outer-c>div {
/* background-color: DodgerBlue; */
/* color: white; */
/* width: 100px; */
/* margin: 10px; */
text-align: center;
/* flex: 1 1 50px; */
/* line-height: 75px; */
/* font-size: 30px; */
}
// =================================================================
//====COLORS
// Color selection
//See here if full array wanted: https://gist.github.com/bobspace/2712980
//-------------------------------------
//// rgba:
let red = 'rgba(255, 0, 0, 0.8)',
blue = 'rgba(0, 0, 255, 0.8)',
cyan = 'rgba(0, 255, 255, 0.8)',
green = 'rgba(0, 128, 0, 0.8)',
yellow = 'rgba(255, 255, 0, 0.8)',
lime = 'rgba(0, 255, 0, 0.8)',
fuchsia = 'rgba(255, 0, 255, 0.8)',
orange = 'rgba(255, 165, 0, 0.8)',
chartreuse = 'rgba(127, 255, 0, 0.8)',
deeppink = 'rgba(255, 20, 147, 0.8)',
dodgerblue = 'rgba(30, 144, 255, 0.8)',
white = 'rgba(255, 255, 255, 0.8)',
greenyellow = 'rgba(173, 255, 47, 0.8)';
//use myColors2 array for alpha
// let myColors2 = [red, blue, cyan, yellow, lime, fuchsia, orange, chartreuse, deeppink, white, greenyellow];
// without alpha
var myColors2 = ['red', 'fuchsia', 'lime', 'yellow', 'blue', 'aqua', 'chartreuse', 'white', 'deeppink', 'greenyellow' ];
let storeColors = myColors2.slice();// slice creates copy
//-------------------------------------
function getARandomColor() {
/* a value between 0 and color.length-1
// Math.round = rounded value
// Math.random() a value between 0 and 1 */
var colorIndex = Math.round((myColors2.length - 1) * Math.random());
var c = myColors2[colorIndex];
if (colorIndex > -1) { // avoid repeating a color
myColors2.splice(colorIndex, 1);
// if array is at end
if (myColors2.length === 0)
myColors2 = storeColors.slice();// make a copy
}
// var c = colors[5];// specific color
// var c = white;
// return the random color
return c;
}
// ===========================================================
//====ATTRACTOR
//====CONSTRUCTOR
class Attractor {
//(number, number, number, number, color)
constructor(x, y, mass, gravity, color) {
// Mass and gravity work together. I am setting gravity to a constant and using mass as the only decisive factor. Gravity and mass are only used to calculate attraction() for calculations, mass is used also in display() and update()
this.mass = mass;
this.initialMass = mass;// a scalar reference, a constant
// this.grav = _gravity;//not used at the moment
this.rAcc = 4; // limits of acceleration(random rAcc,random -rAcc) - good for control
this.rVel = 5; // limits of random velocity
//vectors
this.pos = createVector(x, y);
this.acc = createVector(random(-this.rAcc, this.rAcc), random(-this.rAcc, this.rAcc));
this.vel = createVector(random(-this.rVel, this.rVel), random(-this.rVel, this.rVel));
//util-floats
this.count = 0; // counts for the shifts in direction in update//
this.counterShift = random(30, 60);
this.color = color; //color
}
}
//-------------------------------------
//====ATTRACTOR STATIC PROPERTIES
//time elapsed since last frame. We are equalling 60 frames per second, to ms. whenever time is polled it will be equivalent to (60 * vel * elapsed), elapsed being equal to (newTime - oldTime )/ 1000 (approx 16.6ms , which is 60fps)
Attractor.elapsed = 1;
Attractor.scalM = 1;// scalar for size of eclipse() / only display at the moment
Attractor.nbAtrctr = 1;//Attractor.numberOfAttractors = 0;
Attractor.arr = [];
// -----------------------------------
//====ATTRACTOR METHODS
Attractor.prototype.calculateAttraction = function (p) { //(type: particle)
// generates a force, returns vector force = (x,y);
// Calculate direction of force
p.force = p5.Vector.sub(this.pos, p.pos); //2d vector
// Distance between objects
// get the lenght (magnitude) of the vector
let distance = p.force.mag(); //2d vector / see footnote
// Artificial constraint
distance = constrain(distance, 2, 8);//constrain(n,low,high) n=numberToConstrain
// Normalize vector (distance doesn't matter here, we just want this vector for direction)
p.force.normalize();
// Calculate gravitional force magnitude
let strength = (this.mass * p.mass) / (distance * distance);
// var strength = (this.grav * this.mass * part.mass) / (distance * distance);
// Get force vector --> magnitude * direction
p.force.mult(strength);
// this.calculatedthis.force = this.force;
// p.force = force;
}
// --------------------------------------------------------
Attractor.prototype.update = function () {
// this counter decides when to do a shift in direction
if (this.count >= this.counterShift - 1) {
this.acc = createVector(random(-this.rAcc, this.rAcc), random(-this.rAcc, this.rAcc));
this.counterShift = random(15, 240);//defines how many counts until next shift
}
this.vel.add(this.acc); // add acceleration to velocity
//constrains a value between a minimum and a maximum value/ I guess limit and constrain have the same use here
// this.vel.x = constrain(this.vel.x, -this.rAcc, this.rAcc);// constrain so that is does not go crazy fast
// this.vel.y = constrain(this.vel.y, -this.rAcc, this.rAcc);
//this seems to work best
this.vel.limit(this.rAcc);//limited by maximum size of acceleration
// console.log(this.vel.x.toFixed(1) + ' ' + this.vel.y.toFixed(1));
let storeVel = p5.Vector.mult(this.vel, Attractor.elapsed);
this.pos.add(storeVel);
this.acc.mult(0); // we reset to 0,0
this.count++;
this.count = this.count % this.counterShift;
};
// --------------------------------------------------------
Attractor.prototype.displayIt = function () {
ellipseMode(CENTER);
strokeWeight(0);
stroke(0);
fill(this.color);
if (lstnrs.toggle1) {//this lstnr as class property
ellipse(this.pos.x, this.pos.y, this.mass * Attractor.scalM, this.mass * Attractor.scalM);
}
}
// --------------------------------------------------------
Attractor.prototype.edges = function () {
// used for attractor, could also be used for particle
// needs improving - put object at collision point
//maybe use radius for limit
if ((this.pos.y + this.mass) > g.myHeight) {
this.vel.y *= -1;
this.pos.y = g.myHeight - this.mass;
}
if ((this.pos.y - this.mass) < 0) {
this.vel.y *= -1;
this.pos.y = this.mass;
}
if ((this.pos.x + this.mass) > g.myWidth) {
this.vel.x *= -1;
this.pos.x = g.myWidth - this.mass;
}
if ((this.pos.x - this.mass) < 0) {
this.vel.x *= -1;
this.pos.x = this.mass;
}
}
// ===========================================================
//====PARTICLE
//====CONSTRUCTOR
class Particle {
constructor(xStart, yStart, color) {//(number, number, color)
// vectors
this.pos = createVector(xStart, yStart);
this.vel = createVector(0.0, 0);
this.acc = createVector(0.0, 0);
this.force = createVector(1,1);
//floats
this.mass = random(3, 5);//3-10
this.initialMass = this.mass;// constant scalar reference
this.limit = random(7, 10);//limits velocity - limits the distance - great to control
// this.limit = 5;//limits velocity
//color
this.color = color;// could be static since I am using the same for all
}
}
//-------------------------------------
//====PARTICLE STATIC PROPERTIES
Particle.scalM = 0.5; //scale mass / only display, not calculations
Particle.elapsed = 1;
Particle.nbPtcls = 0; //Particle in each array of particles;
Particle.arr = [];// Particle.arr = [ [],[],[], ... ]
// -----------------------------------
//====PARTICLE METHODS
Particle.prototype.applyForce = function () {
this.force.div(this.mass);
this.acc.add(this.force);
}
// -----------------------------------
Particle.prototype.update = function () {
this.vel.add(this.acc);
this.vel.limit(this.limit);
let storeVel2 = p5.Vector.mult(this.vel, Particle.elapsed);
this.pos.add(storeVel2);
this.acc.mult(0);// here multiplied by 0 in order to reset to (0,0)
}
// -----------------------------------
Particle.prototype.display = function () {
stroke(0);
strokeWeight(0);
// fill(255, 127);
fill(this.color);
ellipse(this.pos.x, this.pos.y, this.mass
* Particle.scalM, this.mass * Particle.scalM);
}
// ===========================================================
//====LISTENERS
let lstnrs = {};// an object for the listeners' values
lstnrs.toggle1 = false;
//used together, but listener changes one at a timeß
lstnrs.pLimitLo = 7;
lstnrs.pLimitHi = 10;
//====GLOBAL OBJECT
//declare a namespace for global variables
let g = {};
//-------------------------------------
g.deleteUnused = function () {
// properties to be deleted after they are used in setup
delete this.attMass;
delete this.randMass;
delete this.attGravity;
}
// ===================================
//====SKETCH - MAIN
g.canvas = {};
Attractor.nbAtrctr = 3; //var numberOfAttractors = 5;
Particle.nbPtcls = 400; //var particlesPerAttractor = 400;
g.attMass = 12, g.randMass = 5;// mass + 10.ranodm // 12, 5 is a good setting to start
g.attGravity = 1; // was random(0.5, 1)
// ---------------
g.word = 0, g.word2 = null;
g.initialTime = new Date();
g.oldTime = new Date(), g.newTime = new Date();// initialize to date to avoid error on first calculation
g.myHeight = 0, g.myWidth = 0;
// -----------------------------------
g.initTime = new Date();
g.runningTime = new Date();
g.totalElapsed = 0;
g.totalFrameRate = 0;
g.countedFrames = 0;
g.countForDisplay = 0;
// ===================================
// -----------------------------------
function setup() {
g.myHeight = windowHeight;
g.myWidth = windowWidth;
g.canvas = createCanvas(g.myWidth, g.myHeight - 50);
frameRate(60);
createAttractors(Attractor.arr, Particle.arr, g);
g.deleteUnused();
lstnrs.addListeners();
}
// -----------------------------------
function draw() {
background(20);
//use newTime - meanwhile g.oldTime is the previous newTime,
// after use, store it in g.oldTime
g.newTime = new Date();
//time elapsed between frames
// (1/1000 = 0.001); 0.001 * 60 = 0.06 , a constant; 1000 * 0.06 = 60
let elapsed = (g.newTime - g.oldTime) * 0.06;
Attractor.elapsed = elapsed;
Particle.elapsed = elapsed;
displayStats(g);
// Attractor attracts particle
calcAttractors(Attractor.arr, Particle.arr);
g.oldTime = g.newTime;
} //end
//====UTILITIES
// -----------------------------------
function calcAttractors(attArray, partArray) {//(array, array)
for (let i = 0; i < Attractor.nbAtrctr; ++i) {
attArray[i].update();
attArray[i].edges();
attArray[i].displayIt();
calcParticles(i, attArray, partArray);
}
}
// -----------------------------------
function calcParticles(i, attArray, partArray) {//(number, array, array)
for (let j = 0; j < Particle.nbPtcls; ++j) {
// calculate attractions is a function of attractor class
// calculate attraction between particles and attractor
attArray[i].calculateAttraction(partArray[i][j]);
// apply force (attraction) to each particle
partArray[i][j].applyForce();
// update and display
partArray[i][j].update();
partArray[i][j].display();
}
}
// -----------------------------------
function createAttractors(attArray, partArray, g) {//(array, array, object)
for (let i = 0; i < Attractor.nbAtrctr; ++i) {
// create the arrays
partArray.push([]);// Particle.arr = [ [],[],[], ... ]
let color = getARandomColor();
// Attractor (x, y, mass, gravity, color) 10 + random(10)
attArray[i] = new Attractor(random(g.myWidth), random(g.myHeight), g.attMass
+ random(g.randMass), g.attGravity, 'rgba(75,75,75, 0.4)');
createParticles(i, color, partArray, g);
}
}
// -----------------------------------
//(number, color, array, object)
function createParticles(i, color, partArray, g) {
for (let j = 0; j < Particle.nbPtcls; ++j) {
partArray[i][j] = new Particle(random(g.myWidth), random(g.myHeight), color);
}
}
// -----------------------------------
function displayStats(g) {//(object)
g.countForDisplay %= 10; g.countForDisplay++;
if (g.countForDisplay >= 10) {
g.word = round(frameRate());
// word2 = totalElapsed;
}
fill(255, 255, 255);
text("fps: " + g.word, 10, 30);
}
//-------------------------------------
//====LISTENERS
lstnrs.addListeners = function () { // invoked from setup
//buttons
let showAtrctr = document.querySelector('#toggleAtt');
showAtrctr.addEventListener('click', toggleButton(lstnrs));
let changeColorsB = document.querySelector('#recolor');
changeColorsB.addEventListener('click', changeColors);
//inputs
let aMassLstnr = document.querySelector('#aMass');
aMassLstnr.addEventListener('input', updateAtrctrM);
let pMassLstnr = document.querySelector('#pMass');
pMassLstnr.addEventListener('input', particleMass);
let pLimitLo = document.querySelector('#pLimitLo');
pLimitLo.addEventListener('input', changeLo(lstnrs));
let pLimitHi = document.querySelector('#pLimitHi');
pLimitHi.addEventListener('input', changeHi(lstnrs));
let myWindow = window.addEventListener('resize', adjustSize);
}
// ===================================
//====LISTENER'S FUNCTIONS
function changeLo(lstnrs) {//(lstnrs obj)
return function (evt) {
lstnrs.pLimitLo = parseFloat(evt.target.value);
setPLimit(lstnrs);
}
}
//-------------------------------------
function changeHi(lstnrs) {//(lstnrs obj)
return function (evt) {
lstnrs.pLimitHi = parseFloat(evt.target.value);
setPLimit(lstnrs);
}
}
//-------------------------------------
function setPLimit(lstnrs) {//sets particle limit / (lstnrs obj)
for (let i = 0; i < Attractor.nbAtrctr; ++i) {
for (let j = 0; j < Particle.nbPtcls; ++j) {
Particle.arr[i][j].limit = random(lstnrs.pLimitLo, lstnrs.pLimitHi);
}
}
}
//-------------------------------------
function changeColors() {
for (let i = 0; i < Attractor.nbAtrctr; ++i) {
let newColor = getARandomColor();
// Attractor.arr[i].color = newColor;
for (let j = 0; j < Particle.nbPtcls; ++j) {
Particle.arr[i][j].color = newColor;
}
}
}
//-------------------------------------
function toggleButton(_lstnrs) { // type: lstnrs
return function () {
_lstnrs.toggle1 = !_lstnrs.toggle1;
}
}
//-------------------------------------
function updateAtrctrM(evt) {
Attractor.arr.forEach(function (element) {
element.mass = element.initialMass * evt.target.value;//implicit conversion probably by '*'
});
}
//-------------------------------------
function particleMass(evt) {
Particle.scalM = parseFloat(evt.target.value);
}
//-------------------------------------
function adjustSize() {
g.myWidth = event.target.innerWidth;
g.myHeight = event.target.innerHeight;
// canvas.width = myWidth;
// canvas.height = myHeight;
resizeCanvas(g.myWidth, g.myHeight - 50);
// console.log(myWidth + " " + myHeight);
}
//-------------------------------------
function testIt() {
console.log('test works');
}
Also see: Tab Triggers