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simple_physics.pde
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float mousrad = 50;
float diameter = 20;
float draw_diameter = 20;
float qattylyq = 0.2;
////////////////////////////// elements positions and velocities
int n = 500;
float[] x2 = new float[n];
float[] y2 = new float[n];
float[] dx2 = new float[n];
float[] dy2 = new float[n];
/////////////////////////////////////////////////////////////////
void setup(){
//fullScreen();
size(800, 800);
noStroke();
background(0,0,0);
fill(0);
for (int i=0; i<n; i++){
x2[i] = random(width);
y2[i] = random(height);
dx2[i] = 0;
dy2[i] = 0;
}
}
void draw(){
background(255);
float x1 = mouseX;
float y1 = mouseY;
circle(x1, y1, mousrad*2);
for(int i=0; i<n; i++){
///////////////////////////////////////////////////////////////// mouse collusion
float dis = sqrt(pow(x1-x2[i],2) + pow(y1-y2[i],2));
if(dis < mousrad+(diameter/2)){
float ddi = (mousrad+(diameter/2)-dis)/2;
x2[i] = x2[i] + ((mousrad+(diameter/2)-dis)*(x2[i]-x1))/(dis);
y2[i] = y2[i] + ((mousrad+(diameter/2)-dis)*(y2[i]-y1))/(dis);
dx2[i] += (ddi*(x2[i]-x1))/(dis);
dy2[i] += (ddi*(y2[i]-y1))/(dis);
}
//ainalu
//dx2[i] -= 5*((1/dis)*(y2[i]-y1))/(dis);
//dy2[i] += 5*((1/dis)*(x2[i]-x1))/(dis);
//tartu
//dx2[i] -= 40*((1/dis)*(x2[i]-x1))/(dis);
//dy2[i] -= 40*((1/dis)*(y2[i]-y1))/(dis);
/////////////////////////////////////////////////////////////////
////gravity
dy2[i] += 0.1;
//////////////////////////////////////////// bir birine collusion ////////////
for(int j=0; j<n; j++){
if(i != j){
float disin = sqrt(pow((x2[j]-x2[i]),2) + pow((y2[j]-y2[i]),2));
if(disin < diameter){
float ddin = qattylyq*(diameter-disin);
float ijx = (x2[j]-x2[i]);
float ijy = (y2[j]-y2[i]);
dx2[i] -= ddin*(ijx/(disin));
dy2[i] -= ddin*(ijy/(disin));
dx2[j] += ddin*(ijx/(disin));
dy2[j] += ddin*(ijy/(disin));
x2[i] -= ddin*(ijx/(disin));
y2[i] -= ddin*(ijy/(disin));
x2[j] += ddin*(ijx/(disin));
y2[j] += ddin*(ijy/(disin));
}
}
}
x2[i] += dx2[i];
y2[i] += dy2[i];
///////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////// wall collusion //////////
if(y2[i] > height - (diameter/2)){
y2[i] = height - (diameter/2);
dy2[i] = -dy2[i]*0.1;
}
if(y2[i] < diameter/2){
y2[i] = diameter/2;
dy2[i] = -dy2[i]*0.1;
}
if(x2[i] > width - (diameter/2)){
x2[i] = width - (diameter/2);
dx2[i] = -dx2[i]*0.1;
}
if(x2[i] < diameter/2){
x2[i] = diameter/2;
dx2[i] = -dx2[i]*0.1;
}
/////////////////////////////////////////////////////////////////
//drawing
circle(x2[i], y2[i], draw_diameter);
}
}