我写了一个粒子系统小程序;目前我正在创建并分别绘制每个粒子。(这里是代码)
BufferedImage backbuffer;
Graphics2D g2d;
public void init(){
backbuffer = new BufferedImage(WIDTH,HEIGHT,BufferedImage.TYPE_INT_RGB);
g2d = backbuffer.createGraphics();
setSize(WIDTH, HEIGHT);
//creates the particles
for (int i = 0; i < AMOUNTPARTICLES; i++) {
prtl[i] = new particleO();
prtl[i].setX(rand.nextInt(STARTX));
prtl[i].setY(rand.nextInt(STARTY));
prtl[i].setVel(rand.nextInt(MAXSPEED)+1);
prtl[i].setFAngle(Math.toRadians(rand.nextInt(ANGLESPREAD)));
}
//other code
}
public void update(Graphics g) {
g2d.setTransform(identity);
//set background
g2d.setPaint(BGCOLOUR);
g2d.fillRect(0,0,getSize().width,getSize().height);
drawp();
paint(g);
}
public void drawp() {
for (int n = 0; n < AMOUNTPARTICLES; n++) {
if (prtl[n].getAlive()==true){
g2d.setTransform(identity);
g2d.translate(prtl[n].getX(), prtl[n].getY());
g2d.setColor(prtl[n].getColor());
g2d.fill(prtl[n].getShape());
}
}
}
它的性能还不错,我可以用 20,000 个粒子获得约 40FPS(尽管我有一台不错的笔记本电脑)。但是在我添加了碰撞检测(见下文)之后,这个数字骤降到不到 2000 个,
public void particleUpdate(){
for (int i = 0; i < AMOUNTPARTICLES; i++) {
//other update code (posx, posy, angle etc etc)
for (int j = 0; j < AMOUNTPARTICLES; j++) {
if (i!=j && prtl[j].getAlive()==true){
if(hasCollided(i, j)){
prtl[i].setcolor(Color.BLACK);
prtl[j].setcolor(Color.BLACK);
}
}
}
public boolean hasCollided(int prt1, int prt2){
double dx = prtl[prt1].getX() - prtl[prt2].getX();
double dy = prtl[prt1].getY() - prtl[prt2].getY();
int edges = prtl[prt1].getRadius() + prtl[prt2].getRadius();
double distance = Math.sqrt( (dx*dx) + (dy*dy) );
return (distance <= edges);
}
我已经搜索了很多将粒子绘制到屏幕上的更好方法,但这些示例要么让我感到困惑,要么不适用。
我正在做大量的计算(太多)。但是我想不出另一种方法,欢迎提出建议。