// Attraction // Daniel Shiffman // Nature of Code, Spring 2009 // A class for a draggable attractive body in our world class Attractor { float mass; // Mass, tied to size float G; // Gravitational Constant PVector loc; // Location boolean dragging = false; // Is the object being dragged? boolean rollover = false; // Is the mouse over the ellipse? PVector drag; // holds the offset for when object is clicked on Attractor(PVector l_,float m_, float g_) { loc = l_.get(); mass = m_; G = g_; drag = new PVector(0.0,0.0); } void go() { render(); drag(); } PVector attract(Crawler c) { PVector dir = PVector.sub(loc,c.loc); // Calculate direction of force float d = dir.mag(); // Distance between objects d = constrain(d,5.0,25.0); // Limiting the distance to eliminate "extreme" results for very close or very far objects dir.normalize(); // Normalize vector (distance doesn't matter here, we just want this vector for direction) float force = (G * mass * c.mass) / (d * d); // Calculate gravitional force magnitude dir.mult(force); // Get force vector --> magnitude * direction return dir; } // Method to display void render() { ellipseMode(CENTER); stroke(0,100); if (dragging) fill (50); else if (rollover) fill(100); else fill(175,50); ellipse(loc.x,loc.y,mass*2,mass*2); } // The methods below are for mouse interaction void clicked(int mx, int my) { float d = dist(mx,my,loc.x,loc.y); if (d < mass) { dragging = true; drag.x = loc.x-mx; drag.y = loc.y-my; } } void rollover(int mx, int my) { float d = dist(mx,my,loc.x,loc.y); if (d < mass) { rollover = true; } else { rollover = false; } } void stopDragging() { dragging = false; } void drag() { if (dragging) { loc.x = mouseX + drag.x; loc.y = mouseY + drag.y; } } }