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📄 fluid.pde

📁 This is processing for java examples.
💻 PDE
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/** * Fluid  * by Glen Murphy.  *  * Click and drag the mouse to move the simulated fluid. * Adjust the "res" variable below to change resolution. * Code has not been optimised, and will run fairly slowly. */ int res = 2;int penSize = 30;int lwidth;int lheight;int pnum = 30000;vsquare[][] v;vbuffer[][] vbuf;particle[] p = new particle[pnum];int pcount = 0;int mouseXvel = 0;int mouseYvel = 0;void setup() {  size(200, 200);  noStroke();  frameRate(30);  lwidth = width/res;  lheight = height/res;  v = new vsquare[lwidth+1][lheight+1];  vbuf = new vbuffer[lwidth+1][lheight+1];  for (int i = 0; i < pnum; i++) {    p[i] = new particle(random(res,width-res),random(res,height-res));  }  for (int i = 0; i <= lwidth; i++) {    for (int u = 0; u <= lheight; u++) {      v[i][u] = new vsquare(i*res,u*res);      vbuf[i][u] = new vbuffer(i*res,u*res);    }  }}void draw() {  background(#666666);    int axvel = mouseX-pmouseX;  int ayvel = mouseY-pmouseY;  mouseXvel = (axvel != mouseXvel) ? axvel : 0;  mouseYvel = (ayvel != mouseYvel) ? ayvel : 0;  for (int i = 0; i < lwidth; i++) {    for (int u = 0; u < lheight; u++) {      vbuf[i][u].updatebuf(i,u);      v[i][u].col = 32;    }  }  for (int i = 0; i < pnum-1; i++) {    p[i].updatepos();  }  for (int i = 0; i < lwidth; i++) {    for (int u = 0; u < lheight; u++) {      v[i][u].addbuffer(i, u);      v[i][u].updatevels(mouseXvel, mouseYvel);      v[i][u].display(i, u);    }  }}class particle {  float x;  float y;  float xvel;  float yvel;  int pos;  particle(float xIn, float yIn) {    x = xIn;    y = yIn;  }  void updatepos() {    float col1;    if (x > 0 && x < width && y > 0 && y < height) {      int vi = (int)(x/res);      int vu = (int)(y/res);      vsquare o = v[vi][vu];                float ax = (x%res)/res;      float ay = (y%res)/res;            xvel += (1-ax)*v[vi][vu].xvel*0.05;      yvel += (1-ay)*v[vi][vu].yvel*0.05;            xvel += ax*v[vi+1][vu].xvel*0.05;      yvel += ax*v[vi+1][vu].yvel*0.05;            xvel += ay*v[vi][vu+1].xvel*0.05;      yvel += ay*v[vi][vu+1].yvel*0.05;      o.col += 4;            x += xvel;      y += yvel;    }    else {      x = random(0,width);      y = random(0,height);      xvel = 0;      yvel = 0;    }    xvel *= 0.5;    yvel *= 0.5;  }}class vbuffer {  int x;  int y;  float xvel;  float yvel;  float pressurex = 0;  float pressurey = 0;  float pressure = 0;  vbuffer(int xIn,int yIn) {    x = xIn;    y = yIn;    pressurex = 0;    pressurey = 0;    }  void updatebuf(int i, int u) {    if (i>0 && i<lwidth && u>0 && u<lheight) {      pressurex = (v[i-1][u-1].xvel*0.5 + v[i-1][u].xvel + v[i-1][u+1].xvel*0.5 - v[i+1][u-1].xvel*0.5 - v[i+1][u].xvel - v[i+1][u+1].xvel*0.5);      pressurey = (v[i-1][u-1].yvel*0.5 + v[i][u-1].yvel + v[i+1][u-1].yvel*0.5 - v[i-1][u+1].yvel*0.5 - v[i][u+1].yvel - v[i+1][u+1].yvel*0.5);      pressure = (pressurex + pressurey)*0.25;      }    }  }class vsquare {  int x;  int y;  float xvel;  float yvel;  float col;  vsquare(int xIn,int yIn) {    x = xIn;    y = yIn;    }  void addbuffer(int i, int u) {    if (i>0 && i<lwidth && u>0 && u<lheight) {      xvel += (vbuf[i-1][u-1].pressure*0.5              +vbuf[i-1][u].pressure              +vbuf[i-1][u+1].pressure*0.5              -vbuf[i+1][u-1].pressure*0.5              -vbuf[i+1][u].pressure              -vbuf[i+1][u+1].pressure*0.5              )*0.25;      yvel += (vbuf[i-1][u-1].pressure*0.5              +vbuf[i][u-1].pressure              +vbuf[i+1][u-1].pressure*0.5              -vbuf[i-1][u+1].pressure*0.5              -vbuf[i][u+1].pressure              -vbuf[i+1][u+1].pressure*0.5              )*0.25;      }    }  void updatevels(int mvelX, int mvelY) {    if (mousePressed) {      float adj = x - mouseX;      float opp = y - mouseY;      float dist = sqrt(opp*opp + adj*adj);      if (dist < penSize) {        if (dist < 4) dist = penSize;        float mod = penSize/dist;        xvel += mvelX*mod;        yvel += mvelY*mod;        }      }    xvel *= 0.99;    yvel *= 0.99;  }    void display(int i, int u) {    float tcol = 0;    if (col > 255) col = 255;    if (i>0 && i<lwidth-1 && u>0 && u<lheight-1) {      tcol = (+ v[i][u+1].col               + v[i+1][u].col               + v[i+1][u+1].col*0.5              )*0.4;      tcol = (int)(tcol+col*0.5);      }    else {      tcol = (int)col;      }    fill(tcol, tcol, tcol);    rect(x,y,res,res);  }}

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