Colliding Flow 1

Particles follow a vector field which changes over time. They stop when they collide with another particle's trail.

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const RAD = 90; // min=10, max=100, step=1
const N_PARTICLES = 150; // min=10, max=300, step=1
const ITERS = 200; // min=10, max=300, step=1
const STEPSIZE = 1; // min=0.25, max=5, step=0.25
const COLLIDE_DIST = 1.5; // min=0.5, max=5, step=0.5


// x and y in the range -100 to 100
// t in the range 0 to ITERS * STEPSIZE
const SWIRL = 25; // min=-50, max=50, step=1
let field = (x, y, t) => ({
    x: -x/50 + Math.sin(y / 10 + t/50) / 2 - y * SWIRL/1000,
    y: -y/50 + 1 - t/20 + Math.sin(x/10) / 10 + x* SWIRL/1000,
})

let len = (pt) =>
    dist(0, 0, pt.x, pt.y);
    
let normalize = (pt) => {
    let length = len(pt);
    if (length === 0) { return {x: 0, y: 0}; }
    return {
        x: pt.x / length,
        y: pt.y / length,
    };
}

//=========================================================================

Canvas.setpenopacity(1);
const turtle = new Turtle();
turtle.pendown();

let rand = (min, max) =>
    Math.random() * (max - min) + min;

let randInt = (min, max) =>
    Math.floor(rand(min, max));

let remap = (x, oldmin, oldmax, newmin, newmax) => {
    let t = (x - oldmin) / (oldmax - oldmin);
    return t * (newmax - newmin) + newmin;
}


let dist = (x1, y1, x2, y2) =>
    Math.sqrt((x1-x2) * (x1-x2) + (y1-y2) * (y1-y2));

let particle = (x, y) => ({
    point: {x:x, y:y},
    history: [],
    alive: true,
})
let moveto = (particle, x, y) => {
    particle.history.push(particle.point);
    particle.point = {x:x, y:y};
}
let moveby = (particle, dx, dy) => {
    particle.history.push(particle.point);
    particle.point = {x: particle.point.x + dx, y: particle.point.y + dy};
}

let FAR = 99999999;
let distToTrail = (p1, p2) => {
    // closest distance from p1's current pos to p2's history
    let lowestDist = FAR;
    for (let hp of p2.history) {
        lowestDist = Math.min(lowestDist, dist(
            p1.point.x, p1.point.y,
            hp.x, hp.y
        ));
    }
    return lowestDist;
}
let distToAny = (p, particles) => {
    let lowestDist = FAR;
    for (let p2 of particles) {
        if (p === p2) { continue; }
        lowestDist = Math.min(lowestDist, distToTrail(p, p2));
    }
    return lowestDist
}

//=========================================================================
// make initial circle of particles

let PARTICLES = [];
for (let ii = 0; ii < N_PARTICLES; ii++) {
    let theta = remap(ii, 0, N_PARTICLES, 0, 2 * Math.PI);
    let p = particle(
        Math.sin(theta) * RAD,
        Math.cos(theta) * RAD,
    );
    PARTICLES.push(p);
}

//=========================================================================
// iterate through vector field

// iterate!
for (let iter = 0; iter < ITERS; iter++) {
    let t = iter * STEPSIZE;
    let numAlive = 0;
    //for (let particle of PARTICLES) {
    for (let rr = 0; rr < N_PARTICLES; rr++) {
        // instead of looping through each particle in the same order each time,
        // update N particles each iteration (with replacement)
        // to allow some to get ahead of others
        let particle = PARTICLES[randInt(0, PARTICLES.length)];
        if (particle.alive) {
            numAlive += 1;
            let force = field(particle.point.x, particle.point.y, t);
            moveby(particle, force.x * STEPSIZE, force.y * STEPSIZE);
            if (distToAny(particle, PARTICLES) < COLLIDE_DIST) {
                particle.alive = false;
            }
        }
    }
    if (numAlive === 0) {
        console.log('all particles stopped after ' + iter + ' iters');
        break;
    }
}

//=========================================================================
// draw
// The walk function will be called until it returns false.
console.log('-------------------');
function walk(ii) {
    let p = PARTICLES[ii];
    p.history.push(p.point);
    turtle.jump(p.history[0].x, p.history[0].y);
    for (let jj = 1; jj < p.history.length; jj++) {
        turtle.goto(p.history[jj].x, p.history[jj].y);
    }
    return ii < PARTICLES.length - 1;
}