所以我已经在Processing工作了几个星期了,虽然我没有编程方面的经验,但我已经转向了更复杂的项目。我正在编程一个进化模拟器,它会生成具有随机属性的生物。
最终,我会添加复制品,但截至目前,这些生物只是漂浮在屏幕周围,并且稍微跟着鼠标。它与来自线路的声音相互作用,但我对这些部分进行了评论,以便可以在画布上查看,它不应该真正改变问题,我只是想我会指出它。
截至目前,帧速率对我来说远非理想,随着更多生物的产生,它逐渐降低。我是否犯了一些基本错误,或者我每帧只运行了太多功能?
以下是源代码,您可以在浏览器here中使用它:
//import ddf.minim.*;
//import ddf.minim.signals.*;
//import ddf.minim.analysis.*;
//import ddf.minim.effects.*;
//Minim minim;
//AudioInput in;
boolean newCreature = true;
boolean matured[];
int ellipses[];
int hair[];
int maxCreatureNumber = 75;
//int volume;
//int volumeTolerance = 1;
int creatureIndex = -1;
int creatureX[];
int creatureY[];
float strokeWeightAttribute[];
float creatureSize[];
float creatureEndSize[];
float creatureXIncrement[];
float creatureYIncrement[];
float bubbleSize;
float easing = 0.05;
float angle = 0.00;
color colorAttribute[];
void setup() {
background(0);
size(1000,500);
noFill();
//minim = new Minim(this);
//in = minim.getLineIn(Minim.STEREO, 512);
creatureX = new int[maxCreatureNumber];
creatureY = new int[maxCreatureNumber];
ellipses = new int[maxCreatureNumber];
hair = new int[maxCreatureNumber];
strokeWeightAttribute = new float[maxCreatureNumber];
creatureEndSize = new float[maxCreatureNumber];
creatureSize = new float[maxCreatureNumber];
creatureXIncrement = new float[maxCreatureNumber];
creatureYIncrement = new float[maxCreatureNumber];
matured = new boolean[maxCreatureNumber];
colorAttribute = new color[maxCreatureNumber];
}
void draw() {
angle += 0.05;
fill(0, 50);
rect(-1, -1, 1001, 501);
// for(int i = 0; i < in.bufferSize() - 1; i++) {
// if(in.mix.get(i) * 50 > volumeTolerance) {
// volume++;
// }
// }
if(newCreature && creatureIndex < maxCreatureNumber - 1) {
initSpontaneousCreature();
}
updateCreatures();
// bubbleSize = volume/250;
bubbleSize += 0.01;
// volume = 0;
}
//void stop() {
// minim.stop();
// super.stop();
//}
void initSpontaneousCreature() {
creatureIndex++;
creatureEndSize[creatureIndex] = int(random(5, 20));
creatureX[creatureIndex] = int(random(1000));
if(creatureX[creatureIndex] >= 500) {
creatureX[creatureIndex] -= creatureEndSize[creatureIndex];
}
else {
creatureX[creatureIndex] += creatureEndSize[creatureIndex];
}
creatureY[creatureIndex] = int(random(500));
if(creatureY[creatureIndex] >= 250) {
creatureY[creatureIndex] -= creatureEndSize[creatureIndex];
}
else {
creatureY[creatureIndex] += creatureEndSize[creatureIndex];
}
ellipses[creatureIndex] = int(random(4));
hair[creatureIndex] = int(random(4));
strokeWeightAttribute[creatureIndex] = random(1, 4);
colorAttribute[creatureIndex] = color(int(random(20,255)), int(random(20,255)), int(random(20,255)));
matured[creatureIndex] = false;
newCreature = false;
while(ellipses[creatureIndex] == 0 && hair[creatureIndex] == 0) {
ellipses[creatureIndex] = int(random(4));
hair[creatureIndex] = int(random(4));
}
}
void updateCreatures() {
for(int n = 0; n <= creatureIndex; n++) {
if(matured[n]) {
creatureX[n] += ((((mouseX) - creatureX[n]) * easing) / (60/*-abs(volume/5))*/)) + random(-5, 6);
creatureY[n] += ((((mouseY) -creatureY[n]) * easing) / (60/*-abs(/*volume/5))*/)) + random(-5,6);
drawCreature();
}
else {
if(creatureEndSize[n] != creatureSize[n]) {
creatureSize[n] += bubbleSize;
if(creatureSize[n] > creatureEndSize[n]) {
creatureSize[n] -= (creatureSize[n] - creatureEndSize[n]);
}
}
else {
newCreature = true;
matured[n] = true;
// bubbleSize = 0;
}
drawCreature();
}
}
}
void drawCreature() {
for(int n = 0; n <= creatureIndex; n++) {
if(matured[n]) {
stroke(colorAttribute[n]);
strokeWeight(strokeWeightAttribute[n]);
for(int i = 0; i <= 4; i++) {
if(ellipses[n] == i) {
if(i == 0) {
}
else if (i == 1) {
pushMatrix();
translate(creatureX[n], creatureY[n]);
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
rotate(radians(180));
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
popMatrix();
}
else if(i == 2) {
pushMatrix();
translate(creatureX[n], creatureY[n]);
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
rotate(radians(180));
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
rotate(radians(270));
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
popMatrix();
}
else if(i == 3) {
pushMatrix();
translate(creatureX[n], creatureY[n]);
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
rotate(radians(90));
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
rotate(radians(180));
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
rotate(radians(270));
ellipse(creatureSize[n], creatureSize[n], creatureSize[n], creatureSize[n]);
popMatrix();
}
}
if(hair[n] == i) {
if(i == 0) {
}
else if (i == 1) {
pushMatrix();
translate(creatureX[n], creatureY[n]);
for(int j = 0; j <= 360; j+=70) {
rotate(j);
stroke(colorAttribute[n], random(255));
line(0,0, creatureSize[n] + random(10), creatureSize[n] + random(10));
}
popMatrix();
}
else if(i == 2) {
pushMatrix();
translate(creatureX[n], creatureY[n]);
for(int j = 0; j <= 360; j+=30) {
rotate(j);
stroke(colorAttribute[n], random(255));
line(0,0, creatureSize[n] + random(10), creatureSize[n] + random(10));
}
popMatrix();
}
else if(i == 3) {
pushMatrix();
translate(creatureX[n], creatureY[n]);
for(int j = 0; j <= 360; j+=1) {
rotate(j);
stroke(colorAttribute[n], random(255));
line(0,0, creatureSize[n] + random(10), creatureSize[n] + random(10));
}
popMatrix();
}
}
}
}
if(!matured[n]) {
stroke(abs(sin(angle) * 255));
//strokeWeight(5);
ellipse(creatureX[n], creatureY[n], creatureSize[n] * 5, creatureSize[n] * 5);
noStroke();
}
}
}
答案 0 :(得分:12)
是的,正如我所怀疑的那样,所有不必要的pushMatrix()
,popMatrix()
调用以及大量的行似乎都是主要的罪魁祸首,但仍然存在大量冗余代码。
我只是以更干净的方式重构代码,它似乎运行良好。 这是我的“改进版”:
int maxCreatures = 75;
int numCreatures = 0;
int spawnNthFrame = 50;//spawn a creature every 50 frames
Creature[] creatures;
void setup() {
background(0);
size(1000,500);
noFill();
creatures = new Creature[maxCreatures];
}
void draw() {
fill(0, 50);
rect(-1, -1, 1001, 501);
if(frameCount % spawnNthFrame == 0){
println("creatures: " + numCreatures);
if(numCreatures < maxCreatures) {
//Creature constructor float endSize,int x, int y,int ellipses,int hair,float strokeW,color c
creatures[numCreatures] = new Creature(random(5, 20),int(random(1000)),int(random(500)),int(random(4)),int(random(4)),random(1, 4),color(int(random(20,255)), int(random(20,255)), int(random(20,255))));
numCreatures++;
}
}
for(int i = 0; i < numCreatures; i++) creatures[i].update();
}
和Creature类:
class Creature{
int x,y,cXInc,cYInc;//if x,y are ints, increments would be into, right?
float cStrokeWeight,cSize,cEndSize,cSizeInc = 0.01,easing = 0.05,angle = 0.00;
color cColor;
int hair,numHair,ellipses;
boolean matured = false;
Creature(float endSize,int x, int y,int ellipses,int hair,float strokeW,color c){
cEndSize = endSize;
this.x = x;
if(x >= 500) x -= cEndSize;
else x += cEndSize;
this.y = y;
if(y >= 250) x -= cEndSize;
else x += cEndSize;
this.ellipses = ellipses;
this.hair = hair;
if(hair == 1) numHair = 3;//~5, half that, draw through centre, etc.
if(hair == 2) numHair = 6;
if(hair == 3) numHair = 30;//no default value
cStrokeWeight = strokeW;
this.cColor = c;
}
void update(){
if(matured) {
x += (((mouseX - x) * easing) / 60) + random(-5, 6);
y += (((mouseY - y) * easing) / 60) + random(-5, 6);
}else {
if(cSize < cEndSize) cSize += cSizeInc;
else matured = true;
angle += 0.05;
}
this.draw();
}
void draw(){
if(matured){
stroke(cColor);
strokeWeight(cStrokeWeight);
if(ellipses == 1){//2 ellipses diagonally
ellipse(x,y,cSize,cSize);
ellipse(x+cSize,y+cSize,cSize,cSize);
}
if(ellipses == 2){
ellipse(x,y,cSize,cSize);
ellipse(x,y+cSize,cSize,cSize);
ellipse(x+cSize,y+cSize,cSize,cSize);
}
if(ellipses == 3){
ellipse(x,y,cSize,cSize);
ellipse(x+cSize,y,cSize,cSize);
ellipse(x,y+cSize,cSize,cSize);
ellipse(x+cSize,y+cSize,cSize,cSize);
}
float hairAngleInc = TWO_PI/numHair;//angle increment for each piece = 360/number of hair lines
float hairAngle,hairLength,hairCos,hairSin;
for(int i = 0; i < numHair; i++){
hairAngle = hairAngleInc * i;
hairCos = cos(hairAngle);
hairSin = sin(hairAngle);
hairLength = random(20);
stroke(cColor, random(255));
line(x + (hairCos * -hairLength),y + (hairSin * -hairLength), x + (hairCos * hairLength),y + (hairSin * hairLength));
}
}else{
stroke(abs(sin(angle) * 255));
ellipse(x,y, cSize * 5, cSize * 5);
}
}
}
好的,现在是解释。
首先,我将所有与一个生物相关的变量与“全局”变量分开,这些变量决定了草图的运行方式(产生了多少生物等)。
这使得主代码长约25行,总共略低于100行,不到原来的一半。
第一部分没有做任何特别的事情。在 draw()函数中,我不是每帧都创建一个Creature,而是使用 spawnNthFrame 变量在每第N帧绘制一个,这样可以很容易地看到生物使它变慢。如果你为这个变量设置一个像2这样的小数字,它应该每帧产生很多生物。
Creature类具有原始代码存储在数组中的所有属性。
而不是做
pushMatrix();
translate();
ellipse();
rotate()
ellipse()
popMatrix();
我只是在x,y处画椭圆。 旋转的一点暗示。我注意到他们是增量 90度。 处理有一些很好的常量 90,180,360 度 以弧度为单位: HALF_PI,PI,TWO_PI ,有时候很方便。
现在对于'毛茸茸'的情况,这是我为自己评论的内容:
//if(i == 1) for(int j = 0; j <= 360; j+=70) , well 360/70 is about 5, if (i == 2) , 12 hair
//if = 3-> 360 lines ? do you really need that many lines, that thick ? how about 30 ? 5*12=60, but if you draw the lines through the centre, not from the centre, you can get away with half the lines
因此绘制线有3个循环,每个循环都有不同的增量。基本上 有360/70线,360/30线和360线。 大致约5,12和360线。关于5,12条线,我通过在中心绘制“直径”线而不是从中心的“半径”线来减半。
这就是我的意思,
另外我认为360行与那个中风和紧张的动作可能看起来像一堆难以计数的线,所以我想,为什么分裂? :P
也许这个生物看起来非常相似,大约60个半径,这意味着30个直径。
现在解释一下用于此的一些trig函数。 主要是'极地到笛卡尔'坐标转换:
Polar会是这样的:
“我正朝着角度描述的方向移动(非常像一个时钟的手柄)和半径(距离中心的距离)。”
和笛卡儿
“我的移动基于两个轴(水平/ X和垂直/ Y),有点像曼哈顿的街道,但我作弊并且还沿着对角线穿过墙壁。”
如果这有任何意义...... :) 无论如何,您使用以下公式将角度和半径对转换为 x和y 对:
x = cos(angle) * radius
y = sin(angle) * radius
对于每一行:
angle = hairAngle
radius = hairLength
所以 line()与* x +(hairCos * -hairLength)*看起来有点像这样:
x + (hairCos * -hairLength) =
move to x and from there move by hairLength
to the left(-) for the current angle (hairCos)
类似于y,但是使用cos,所以这将线的第一个点放在从中心移动的角度的相反直接(-hairLength)(这是生物的x),第二个是'对角线'。想象一下画'对角线'(从(-x,-y)到(+ x,+ y)),但你也可以旋转它们。
<强>更新强>
显然也会复制/粘贴此代码works in javascript(最好在Chromium / Chrome中查看)。你也可以在这里运行它:
var maxCreatures = 75;
var numCreatures = 0;
var spawnNthFrame = 50;//spawn a creature every 50 frames
var creatures = [];
function setup() {
background(0);
createCanvas(1000,500);
noFill();
}
function draw() {
fill(0, 50);
rect(-1, -1, 1001, 501);
if(frameCount % spawnNthFrame === 0){
println("creatures: " + numCreatures);
if(numCreatures < maxCreatures) {
//Creature constructor float endSize,int x, int y,int ellipses,int hair,float strokeW,color c
creatures[numCreatures] = new Creature(random(5, 20),int(random(1000)),int(random(500)),int(random(4)),int(random(4)),random(1, 4),color(int(random(20,255)), int(random(20,255)), int(random(20,255))));
numCreatures++;
}
}
for(var i = 0; i < numCreatures; i++) creatures[i].update();
}
function Creature(endSize,x,y,ellipses,hair,strokeW,c){
this.x = x;
this.y = y;
this.ellipses = ellipses;
this.hair = hair;
this.numHair = 0;
this.cStrokeWeight = strokeW;
this.cColor = c;
this.cXInc = 0;
this.cYInc = 0.01;
this.cSize = 0;
this.cEndSize = endSize;
this.easing = 0.05;
this.angle = 0.0;
this.matured = false;
if(x >= 500) x -= this.cEndSize;
else x += this.cEndSize;
if(y >= 250) x -= this.cEndSize;
else x += this.cEndSize;
if(hair == 1) this.numHair = 3;//~5, half that, draw through centre, etc.
if(hair == 2) this.numHair = 6;
if(hair == 3) this.numHair = 30;//no default value
this.update = function(){
if(this.matured) {
this.x += (((mouseX - this.x) * this.easing) / 60) + random(-5, 6);
this.y += (((mouseY - this.y) * this.easing) / 60) + random(-5, 6);
}else {
if(this.cSize < this.cEndSize) this.cSize += this.cSizeInc;
else this.matured = true;
this.angle += 0.05;
}
this.draw();
}
this.draw = function(){
if(this.matured){
stroke(this.cColor);
strokeWeight(this.cStrokeWeight);
if(this.ellipses == 1){//2 ellipses diagonally
ellipse(this.x,this.y,this.cSize,this.cSize);
ellipse(this.x+this.cSize,this.y+this.cSize,this.cSize,this.cSize);
}
if(this.ellipses == 2){
ellipse(this.x,this.y,this.cSize,this.cSize);
ellipse(this.x,this.y+this.cSize,this.cSize,this.cSize);
ellipse(this.x+this.cSize,this.y+this.cSize,this.cSize,this.cSize);
}
if(this.ellipses == 3){
ellipse(this.x,this.y,this.cSize,this.cSize);
ellipse(this.x+this.cSize,this.y,this.cSize,this.cSize);
ellipse(this.x,this.y+this.cSize,this.cSize,this.cSize);
ellipse(this.x+this.cSize,this.y+this.cSize,this.cSize,this.cSize);
}
var hairAngleInc = TWO_PI/this.numHair;//angle increment for each piece = 360/number of hair lines
var hairAngle,hairLength,hairCos,hairSin;
for(var i = 0; i < this.numHair; i++){
hairAngle = hairAngleInc * i;
hairCos = cos(hairAngle);
hairSin = sin(hairAngle);
hairLength = random(20);
stroke(this.cColor, random(255));
line(this.x + (hairCos * -hairLength),this.y + (hairSin * -hairLength), this.x + (hairCos * hairLength),this.y + (hairSin * hairLength));
}
}else{
stroke(abs(sin(this.angle) * 255));
ellipse(this.x,this.y, this.cSize * 5, this.cSize * 5);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.4.4/p5.min.js"></script>
答案 1 :(得分:6)
您可以使用frameRate(fps)
功能。它的作用是,它指定每秒显示的帧数。但是,如果处理器速度不足以维持指定的速率,则无法实现。例如,函数调用frameRate(30)
将尝试每秒刷新30次。建议将帧速率设置为setup()
。
请记住,在没有指定帧速率的情况下使用draw()
,默认情况下它将以60 fps运行。
答案 2 :(得分:5)
嗯,这是好老random-pause method。这是“穷人的探员”。
快照几次。这将告诉你到底花了最多的时间。如果你能做得更快,你应该看到的东西。 它将以增加的帧率显示。