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let cols = 20;
let rows = 20;
let particles = make2DArray(cols,rows);
let springs = [];
let w = 10;
let physics;
function setup() {
createCanvas(400, 300);
physics = new VerletPhysics2D();
let gravity = new Vec2D(0, 1);
let gb = new GravityBehavior(gravity);
physics.addBehavior(gb);
let x = 100;
for (let i = 0; i < cols; i++) {
let y = 10;
for (let j = 0; j < rows; j++) {
let p = new Particle(x, y);
particles[i][j] = p;
physics.addParticle(p);
y = y + w;
}
x = x + w;
}
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
let a = particles[i][j];
if (i != cols-1) {
let b1 = particles[i+1][j];
let s1 = new Spring(a, b1);
springs.push(s1);
physics.addSpring(s1);
}
if (j != rows-1) {
let b2 = particles[i][j+1];
let s2 = new Spring(a, b2);
springs.push(s2);
physics.addSpring(s2);
}
}
}
particles[0][0].lock();
particles[cols-1][0].lock();
}
function draw() {
background(0);
physics.update();
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
//particles[i][j].display();
}
}
for (let s of springs) {
s.display();
}
}
function make2DArray(cols, rows) {
var arr = new Array(cols);
for (var i = 0; i < arr.length; i++) {
arr[i] = new Array(rows);
}
return arr;
}