topical media & game development
graphic-processing-site-examples-Topics-Simulate-Springs-Springs.pde / pde
Springs.
Move the mouse over one of the circles and click to re-position.
When you release the mouse, it will snap back into position.
Each circle has a slightly different behavior.
int num = 3;
Spring[] springs = new Spring[num];
void setup()
{
size(200, 200);
noStroke();
smooth();
springs[0] = new Spring( 70, 160, 20, 0.98, 8.0, 0.1, springs, 0);
springs[1] = new Spring(150, 110, 60, 0.95, 9.0, 0.1, springs, 1);
springs[2] = new Spring( 40, 70, 120, 0.90, 9.9, 0.1, springs, 2);
}
void draw()
{
background(51);
for (int i = 0; i < num; i++) {
springs[i].update();
springs[i].display();
}
}
void mousePressed()
{
for (int i = 0; i < num; i++) {
springs[i].pressed();
}
}
void mouseReleased()
{
for (int i=0; i<num; i++) {
springs[i].released();
}
}
class Spring
{
// Screen values
float xpos, ypos;
float tempxpos, tempypos;
int size = 20;
boolean over = false;
boolean move = false;
// Spring simulation constants
float mass; // Mass
float k = 0.2; // Spring constant
float damp; // Damping
float rest_posx; // Rest position X
float rest_posy; // Rest position Y
// Spring simulation variables
//float pos = 20.0; // Position
float velx = 0.0; // X Velocity
float vely = 0.0; // Y Velocity
float accel = 0; // Acceleration
float force = 0; // Force
Spring[] friends;
int me;
// Constructor
Spring(float x, float y, int s, float d, float m,
float k_in, Spring[] others, int id)
{
xpos = tempxpos = x;
ypos = tempypos = y;
rest_posx = x;
rest_posy = y;
size = s;
damp = d;
mass = m;
k = k_in;
friends = others;
me = id;
}
void update()
{
if (move) {
rest_posy = mouseY;
rest_posx = mouseX;
}
force = -k * (tempypos - rest_posy); // f=-ky
accel = force / mass; // Set the acceleration, f=ma == a=f/m
vely = damp * (vely + accel); // Set the velocity
tempypos = tempypos + vely; // Updated position
force = -k * (tempxpos - rest_posx); // f=-ky
accel = force / mass; // Set the acceleration, f=ma == a=f/m
velx = damp * (velx + accel); // Set the velocity
tempxpos = tempxpos + velx; // Updated position
if ((over() || move) && !otherOver() ) {
over = true;
} else {
over = false;
}
}
// Test to see if mouse is over this spring
boolean over() {
float disX = tempxpos - mouseX;
float disY = tempypos - mouseY;
if (sqrt(sq(disX) + sq(disY)) < size/2 ) {
return true;
} else {
return false;
}
}
// Make sure no other springs are active
boolean otherOver() {
for (int i=0; i<num; i++) {
if (i != me) {
if (friends[i].over == true) {
return true;
}
}
}
return false;
}
void display()
{
if (over) {
fill(153);
} else {
fill(255);
}
ellipse(tempxpos, tempypos, size, size);
}
void pressed()
{
if (over) {
move = true;
} else {
move = false;
}
}
void released()
{
move = false;
rest_posx = xpos;
rest_posy = ypos;
}
}
(C) Æliens
20/2/2008
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.