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VectorField.cpp
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404 lines (294 loc) · 13.3 KB
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/*
* VectorField.cpp
* openFrameworks
*
* Created by Joshua Walton on 12/7/08.
* Copyright 2008 __MyCompanyName__. All rights reserved.
*
*/
#include "VectorField.h"
//------------------------------------------------------------------------------------
VectorField::VectorField(){
/*fieldWidth = 60;
fieldHeight = 40;
*/
}
//------------------------------------------------------------------------------------
void VectorField::setupField(int innerW, int innerH, int outerW, int outerH){
fieldWidth = innerW;
fieldHeight = innerH;
externalWidth = outerW;
externalHeight = outerH;
field.clear();
fieldSize = fieldWidth * fieldHeight;
for (int i = 0; i < fieldSize; i++){
ofxVec2f pt;
pt.set(0,0);
field.push_back(pt);
}
}
//------------------------------------------------------------------------------------
void VectorField::clear(){
for (int i = 0; i < fieldSize; i++){
field[i].set(0,0);
}
}
//------------------------------------------------------------------------------------
void VectorField::fadeField(float fadeAmount){
for (int i = 0; i < fieldSize; i++){
field[i].set(field[i].x*fadeAmount,field[i].y*fadeAmount);
}
}
//------------------------------------------------------------------------------------
void VectorField::randomizeField(float scale){
for (int i = 0; i < fieldSize; i++){
// random between -1 and 1
float x = (float)(ofRandom(-1,1)) * scale;
float y = (float)(ofRandom(-1,1)) * scale;
field[i].set(x,y);
}
}
//------------------------------------------------------------------------------------
void VectorField::draw(){
float scalex = (float)externalWidth / (float)fieldWidth;
float scaley = (float)externalHeight / (float)fieldHeight;
for (int i = 0; i < fieldWidth; i++){
for (int j = 0; j < fieldHeight; j++){
// pos in array
int pos = j * fieldWidth + i;
// pos externally
float px = i * scalex;
float py = j * scaley;
float px2 = px + field[pos].x * 5;
float py2 = py + field[pos].y * 5;
ofLine(px,py, px2, py2);
// draw an baseline to show direction
// get the line as vector, calculate length, then normalize.
// rotate and draw based on length
ofxVec2f line;
line.set(px2-px, py2-py);
float length = line.length();
line.normalize();
line.rotate(90); // these are angles in degrees
ofLine(px - line.x*length*0.2, py - line.y*length*0.2, px + line.x*length*0.2, py + line.y*length*0.2);
}
}
}
//------------------------------------------------------------------------------------
ofxVec2f VectorField::getForceFromPos(float xpos, float ypos){
ofxVec2f frc;
frc.set(0,0);
// convert xpos and ypos into pcts =
float xPct = xpos / (float)externalWidth;
float yPct = ypos / (float)externalHeight;
// if we are less then 0 or greater then 1 in x or y, return no force.
if ((xPct < 0 || xPct > 1) || (yPct < 0 || yPct > 1)){
return frc;
}
// where are we in the array
int fieldPosX = (int)(xPct * fieldWidth);
int fieldPosY = (int)(yPct * fieldHeight);
// saftey :)
fieldPosX = MAX(0, MIN(fieldPosX, fieldWidth-1));
fieldPosY = MAX(0, MIN(fieldPosY, fieldHeight-1));
// pos in array
int pos = fieldPosY * fieldWidth + fieldPosX;
frc.set(field[pos].x * 0.1, field[pos].y * 0.1 ); // scale here as values are pretty large.
return frc;
}
//------------------------------------------------------------------------------------
void VectorField::addInwardCircle(float x, float y, float radius, float strength){
// x y and radius are in external dimensions. Let's put them into internal dimensions:
// first convert to pct:
float pctx = x / (float)externalWidth;
float pcty = y / (float)externalHeight;
float radiusPct = radius / (float)externalWidth;
// then, use them here:
int fieldPosX = (int)(pctx * (float)fieldWidth);
int fieldPosY = (int)(pcty * (float)fieldHeight);
float fieldRadius = (float)(radiusPct * fieldWidth);
// we used to do this search through every pixel, ie:
// for (int i = 0; i < fieldWidth; i++){
// for (int j = 0; j < fieldHeight; j++){
// but we can be smarter :)
// now, as we search, we can reduce the "pixels" we look at by
// using the x y +/- radius.
// use min and max to make sure we don't look over the edges
int startx = MAX(fieldPosX - fieldRadius, 0);
int starty = MAX(fieldPosY - fieldRadius, 0);
int endx = MIN(fieldPosX + fieldRadius, fieldWidth);
int endy = MIN(fieldPosY + fieldRadius, fieldHeight);
for (int i = startx; i < endx; i++){
for (int j = starty; j < endy; j++){
int pos = j * fieldWidth + i;
float distance = (float)sqrt((fieldPosX-i)*(fieldPosX-i) +
(fieldPosY-j)*(fieldPosY-j));
if (distance < 0.0001) distance = 0.0001; // since we divide by distance, do some checking here, devide by 0 is BADDDD
if (distance < fieldRadius){
float pct = 1.0f - (distance / fieldRadius);
float strongness = strength * pct;
float unit_px = ( fieldPosX - i) / distance;
float unit_py = ( fieldPosY - j) / distance;
field[pos].x += unit_px * strongness;
field[pos].y += unit_py * strongness;
}
}
}
}
//------------------------------------------------------------------------------------
void VectorField::addOutwardCircle(float x, float y, float radius, float strength){
// x y and radius are in external dimensions. Let's put them into internal dimensions:
// first convert to pct:
float pctx = x / (float)externalWidth;
float pcty = y / (float)externalHeight;
float radiusPct = radius / (float)externalWidth;
// then, use them here:
int fieldPosX = (int)(pctx * (float)fieldWidth);
int fieldPosY = (int)(pcty * (float)fieldHeight);
float fieldRadius = (float)(radiusPct * fieldWidth);
// we used to do this search through every pixel, ie:
// for (int i = 0; i < fieldWidth; i++){
// for (int j = 0; j < fieldHeight; j++){
// but we can be smarter :)
// now, as we search, we can reduce the "pixels" we look at by
// using the x y +/- radius.
// use min and max to make sure we don't look over the edges
int startx = MAX(fieldPosX - fieldRadius, 0);
int starty = MAX(fieldPosY - fieldRadius, 0);
int endx = MIN(fieldPosX + fieldRadius, fieldWidth);
int endy = MIN(fieldPosY + fieldRadius, fieldHeight);
for (int i = startx; i < endx; i++){
for (int j = starty; j < endy; j++){
int pos = j * fieldWidth + i;
float distance = (float)sqrt((fieldPosX-i)*(fieldPosX-i) +
(fieldPosY-j)*(fieldPosY-j));
if (distance < 0.0001) distance = 0.0001; // since we divide by distance, do some checking here, devide by 0 is BADDDD
if (distance < fieldRadius){
float pct = 1.0f - (distance / fieldRadius);
float strongness = strength * pct;
float unit_px = ( fieldPosX - i) / distance;
float unit_py = ( fieldPosY - j) / distance;
field[pos].x -= unit_px * strongness;
field[pos].y -= unit_py * strongness;
}
}
}
}
//------------------------------------------------------------------------------------
void VectorField::addClockwiseCircle(float x, float y, float radius, float strength){
// x y and radius are in external dimensions. Let's put them into internal dimensions:
// first convert to pct:
float pctx = x / (float)externalWidth;
float pcty = y / (float)externalHeight;
float radiusPct = radius / (float)externalWidth;
// then, use them here:
int fieldPosX = (int)(pctx * (float)fieldWidth);
int fieldPosY = (int)(pcty * (float)fieldHeight);
float fieldRadius = (float)(radiusPct * fieldWidth);
// we used to do this search through every pixel, ie:
// for (int i = 0; i < fieldWidth; i++){
// for (int j = 0; j < fieldHeight; j++){
// but we can be smarter :)
// now, as we search, we can reduce the "pixels" we look at by
// using the x y +/- radius.
// use min and max to make sure we don't look over the edges
int startx = MAX(fieldPosX - fieldRadius, 0);
int starty = MAX(fieldPosY - fieldRadius, 0);
int endx = MIN(fieldPosX + fieldRadius, fieldWidth);
int endy = MIN(fieldPosY + fieldRadius, fieldHeight);
for (int i = startx; i < endx; i++){
for (int j = starty; j < endy; j++){
int pos = j * fieldWidth + i;
float distance = (float)sqrt((fieldPosX-i)*(fieldPosX-i) +
(fieldPosY-j)*(fieldPosY-j));
if (distance < 0.0001) distance = 0.0001; // since we divide by distance, do some checking here, devide by 0 is BADDDD
if (distance < fieldRadius){
float pct = 1.0f - (distance / fieldRadius);
float strongness = strength * pct;
float unit_px = ( fieldPosX - i) / distance;
float unit_py = ( fieldPosY - j) / distance;
field[pos].x += unit_py * strongness; /// Note: px and py switched, for perpendicular
field[pos].y -= unit_px * strongness;
}
}
}
}
//------------------------------------------------------------------------------------
void VectorField::addCounterClockwiseCircle(float x, float y, float radius, float strength){
// x y and radius are in external dimensions. Let's put them into internal dimensions:
// first convert to pct:
float pctx = x / (float)externalWidth;
float pcty = y / (float)externalHeight;
float radiusPct = radius / (float)externalWidth;
// then, use them here:
int fieldPosX = (int)(pctx * (float)fieldWidth);
int fieldPosY = (int)(pcty * (float)fieldHeight);
float fieldRadius = (float)(radiusPct * fieldWidth);
// we used to do this search through every pixel, ie:
// for (int i = 0; i < fieldWidth; i++){
// for (int j = 0; j < fieldHeight; j++){
// but we can be smarter :)
// now, as we search, we can reduce the "pixels" we look at by
// using the x y +/- radius.
// use min and max to make sure we don't look over the edges
int startx = MAX(fieldPosX - fieldRadius, 0);
int starty = MAX(fieldPosY - fieldRadius, 0);
int endx = MIN(fieldPosX + fieldRadius, fieldWidth);
int endy = MIN(fieldPosY + fieldRadius, fieldHeight);
for (int i = startx; i < endx; i++){
for (int j = starty; j < endy; j++){
int pos = j * fieldWidth + i;
float distance = (float)sqrt((fieldPosX-i)*(fieldPosX-i) +
(fieldPosY-j)*(fieldPosY-j));
if (distance < 0.0001) distance = 0.0001; // since we divide by distance, do some checking here, devide by 0 is BADDDD
if (distance < fieldRadius){
float pct = 1.0f - (distance / fieldRadius);
float strongness = strength * pct;
float unit_px = ( fieldPosX - i) / distance;
float unit_py = ( fieldPosY - j) / distance;
field[pos].x -= unit_py * strongness; /// Note: px and py switched, for perpendicular
field[pos].y += unit_px * strongness;
}
}
}
}
//------------------------------------------------------------------------------------
void VectorField::addVectorCircle(float x, float y, float vx, float vy, float radius, float strength){
// x y and radius are in external dimensions. Let's put them into internal dimensions:
// first convert to pct:
float pctx = x / (float)externalWidth;
float pcty = y / (float)externalHeight;
float radiusPct = radius / (float)externalWidth;
// then, use them here:
int fieldPosX = (int)(pctx * (float)fieldWidth);
int fieldPosY = (int)(pcty * (float)fieldHeight);
float fieldRadius = (float)(radiusPct * fieldWidth);
// we used to do this search through every pixel, ie:
// for (int i = 0; i < fieldWidth; i++){
// for (int j = 0; j < fieldHeight; j++){
// but we can be smarter :)
// now, as we search, we can reduce the "pixels" we look at by
// using the x y +/- radius.
// use min and max to make sure we don't look over the edges
int startx = MAX(fieldPosX - fieldRadius, 0);
int starty = MAX(fieldPosY - fieldRadius, 0);
int endx = MIN(fieldPosX + fieldRadius, fieldWidth);
int endy = MIN(fieldPosY + fieldRadius, fieldHeight);
for (int i = startx; i < endx; i++){
for (int j = starty; j < endy; j++){
int pos = j * fieldWidth + i;
float distance = (float)sqrt((fieldPosX-i)*(fieldPosX-i) +
(fieldPosY-j)*(fieldPosY-j));
if (distance < 0.0001) distance = 0.0001; // since we divide by distance, do some checking here, devide by 0 is BADDDD
if (distance < fieldRadius){
float pct = 1.0f - (distance / fieldRadius);
float strongness = strength * pct;
field[pos].x += vx * strongness;
field[pos].y += vy * strongness;
}
}
}
}
//------------------------------------------------------------------------------------
VectorField::~VectorField(){
}