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3D_wave_sim_test_04.pde
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3D_wave_sim_test_04.pde
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float[][] particle;
float[][] particlesSpeed;
float[][] particlesNew;
float[][] particlesSpeedNew;
float particelGain = 0.00999;
float forceGain = 0.999; // Speed
int funberOfPArticles = 100;
float CameraX = 800;
float CameraY = 1500;
float CameraZ = 300;
float CameraMovments = 0;
int CameraMovInt = 0;
float zoom = 1000 / funberOfPArticles;
float offset = 0;
float waveOrNot = 0;
void setup() {
//size(1280, 780, P3D);
fullScreen(P3D);
pixelDensity(2);
particle = new float[funberOfPArticles][funberOfPArticles];
particlesSpeed = new float[funberOfPArticles][funberOfPArticles];
particlesNew = new float[funberOfPArticles][funberOfPArticles];
particlesSpeedNew = new float[funberOfPArticles][funberOfPArticles];
for (int x = 1; x<funberOfPArticles-1; x++) {
for (int y = 1; y<funberOfPArticles-1; y++) {
particle[x][y] = 0.0;
particlesNew[x][y] = 0.0;
particlesSpeed[x][y] = 0.0;
particlesSpeedNew[x][y] = 0.0;
}
}
noFill();
stroke(255);
}
void draw() {
camera(CameraX, CameraY, CameraZ, 500, 500, 0.0,
0.0, 0.0, -1.0);
updateMesh();
background(0);
drawCoorinats();
drawMesh();
println(frameRate);
}
void updateMesh() {
for (int x = 1; x<funberOfPArticles-2; x++) {
for (int y = 1; y<funberOfPArticles-2; y++) {
//under
float force1 = 0.0;
force1 += particle[x-1][y-1] - particle[x][y];
force1 += particle[x-1][y] - particle[x][y];
force1 += particle[x-1][y+1] - particle[x][y];
//over
force1 += particle[x+1][y-1] - particle[x][y];
force1 += particle[x+1][y] - particle[x][y];
force1 += particle[x+1][y+1] - particle[x][y];
//sidene
force1 += particle[x][y-1] - particle[x][y];
force1 += particle[x][y+1] - particle[x][y];
force1 -= particle[x][y+1] / 8;
//force1 = constrain(force1, -1, 1);
particlesSpeedNew[x][y] = 0.995 * particlesSpeedNew[x][y] + force1/100;
particlesNew[x][y] = particle[x][y] + particlesSpeedNew[x][y];
}
}
for (int x = 1; x<funberOfPArticles-1; x++) {
for (int y = 1; y<funberOfPArticles-1; y++) {
particle[x][y] = particlesNew[x][y];
}
}
if(waveOrNot != 0) {
offset += .1;
int MouseXIndex = 2 + (funberOfPArticles-4) * mouseX / width;
int MouseYIndex = 2 + (funberOfPArticles-4) * mouseY / height;
particlesSpeedNew[MouseXIndex][MouseYIndex] = waveOrNot;
particlesSpeedNew[MouseXIndex+1][MouseYIndex+1] = waveOrNot;
particlesSpeedNew[MouseXIndex+1][MouseYIndex] = waveOrNot;
particlesSpeedNew[MouseXIndex+1][MouseYIndex-1] = waveOrNot;
particlesSpeedNew[MouseXIndex][MouseYIndex-1] = waveOrNot;
particlesSpeedNew[MouseXIndex-1][MouseYIndex+1] = waveOrNot;
particlesSpeedNew[MouseXIndex-1][MouseYIndex] = waveOrNot;
particlesSpeedNew[MouseXIndex-1][MouseYIndex-1] = waveOrNot;
particle[MouseXIndex][MouseYIndex] = waveOrNot*10;
particle[MouseXIndex+1][MouseYIndex+1] = waveOrNot*5;
particle[MouseXIndex+1][MouseYIndex] = waveOrNot*10;
particle[MouseXIndex+1][MouseYIndex-1] = waveOrNot*5;
particle[MouseXIndex][MouseYIndex-1] = waveOrNot*10;
particle[MouseXIndex-1][MouseYIndex+1] = waveOrNot*5;
particle[MouseXIndex-1][MouseYIndex] = waveOrNot*10;
particle[MouseXIndex-1][MouseYIndex-1] = waveOrNot*5;
//particlesSpeedNew[40][40] = 100.0 * sin( offset);
}
}
void drawCoorinats() {
strokeWeight(3);
stroke(255, 0, 0);
line(0, 0, 0, 100, 0, 0);
stroke(0, 255, 0);
line(0, 0, 0, 0, 100, 0);
}
void drawMesh() {
strokeWeight(1);
stroke(0, 255, 255);
for (int x = 0; x<funberOfPArticles; x++) {
beginShape();
for (int y = 0; y<funberOfPArticles; y++) {
vertex( (x)*zoom, (y)*zoom, particle[x][y] );
}
endShape();
}
for (int y = 0; y<funberOfPArticles; y++) {
beginShape();
for (int x = 0; x<funberOfPArticles; x++) {
vertex( (x)*zoom, (y)*zoom, particle[x][y] );
}
endShape();
}
}