此案例包含了简单的碰撞检测,圆形碰撞检测方法,也可以说是五环弹球的升级版,具体可以根据例子参考。
粒子花园
这名字是案例的名字,效果更加具有科技感,很是不错,搞搞做成背景特效也是不错的选择。
Wpf 和 SkiaSharp
新建一个 WPF 项目,然后,Nuget 包即可
要添加 Nuget 包
Install-Package SkiaSharp.Views.WPF -Version 2.88.0
其中核心逻辑是这部分,会以我设置的 60FPS 来刷新当前的画板。
skContainer.PaintSurface += SkContainer_PaintSurface; _ = Task.Run(() => { while (true) { try { Dispatcher.Invoke(() => { skContainer.InvalidateVisual(); }); _ = SpinWait.SpinUntil(() => false, 1000 / 60);//每秒60帧 } catch { break; } } });
弹球实体代码 (Ball.cs)
public class Ball { public double X { get; set; } public double Y { get; set; } public double VX { get; set; } public double VY { get; set; } public int Radius { get; set; } public int Move { get; set; } public SKColor sKColor { get; set; } = SKColors.Blue; /// <summary> /// 检查球的碰撞 /// </summary> public static void CheckBallHit(Ball b1, Ball b2) { var dx = b2.X - b1.X; var dy = b2.Y - b1.Y; var dist = Math.Sqrt(Math.Pow(dx,2) + Math.Pow(dy, 2)); if (dist < b1.Radius + b2.Radius) { var angle = Math.Atan2(dy, dx); var sin = Math.Sin(angle); var cos = Math.Cos(angle); // 以b1为参照物,设定b1的中心点为旋转基点 double x1 = 0; double y1 = 0; var x2 = dx * cos + dy * sin; var y2 = dy * cos - dx * sin; // 旋转b1和b2的速度 var vx1 = b1.VX * cos + b1.VY * sin; var vy1 = b1.VY * cos - b1.VX * sin; var vx2 = b2.VX * cos + b2.VY * sin; var vy2 = b2.VY * cos - b2.VX * sin; // 求出b1和b2碰撞之后的速度 var vx1Final = ((b1.Move - b2.Move) * vx1 + 2 * b2.Move * vx2) / (b1.Move + b2.Move); var vx2Final = ((b2.Move - b1.Move) * vx2 + 2 * b1.Move * vx1) / (b1.Move + b2.Move); // 处理两个小球碰撞之后,将它们进行归位 var lep = (b1.Radius + b2.Radius) - Math.Abs(x2 - x1); x1 = x1 + (vx1Final < 0 ? -lep / 2 : lep / 2); x2 = x2 + (vx2Final < 0 ? -lep / 2 : lep / 2); b2.X = b1.X + (x2 * cos - y2 * sin); b2.Y = b1.Y + (y2 * cos + x2 * sin); b1.X = b1.X + (x1 * cos - y1 * sin); b1.Y = b1.Y + (y1 * cos + x1 * sin); b1.VX = vx1Final * cos - vy1 * sin; b1.VY = vy1 * cos + vx1Final * sin; b2.VX = vx2Final * cos - vy2 * sin; b2.VY = vy2 * cos + vx2Final * sin; } } }
粒子花园核心类 (ParticleGarden.cs)
/// <summary> /// 粒子花园 /// </summary> public class ParticleGarden { public SKPoint centerPoint; public double Spring = 0.0001; public int ParticelCount = 100; public List<Ball> Particles = new List<Ball>(); public SKCanvas canvas; /// <summary> /// 渲染 /// </summary> public void Render(SKCanvas canvas, SKTypeface Font, int Width, int Height) { this.canvas = canvas; canvas.Clear(SKColors.Black); centerPoint = new SKPoint(Width / 2, Height / 2); if (Particles.Any() == false) { for (int i = 0; i < ParticelCount; i++) { Random random = new Random((int)DateTime.Now.Ticks); var Length = random.Next(3, 10); Particles.Add(new Ball() { X = random.Next(0, Width), Y = random.Next(0, Height), sKColor = SKColors.White, VX = random.NextInt64(-2, 2), VY = random.NextInt64(-2, 2), Radius = Length, Move = Length }); } } //画线 for (int i = 0; i < Particles.Count; i++) { Move(Particles[i], i, Width, Height); } //画球 foreach (var item in Particles) { DrawCircle(canvas, item); } using var paint = new SKPaint { Color = SKColors.Blue, IsAntialias = true, Typeface = Font, TextSize = 24 }; string by = $"by 蓝创精英团队"; canvas.DrawText(by, 600, 400, paint); } public void Move(Ball p, int i, int width, int height) { p.X += p.VX; p.Y += p.VY; for (var j = i + 1; j < Particles.Count; j++) { var target = Particles[j]; CheckSpring(p, target, width, height); Ball.CheckBallHit(p, target); } if (p.X - p.Radius > width) { p.X = -p.Radius; } else if (p.X + p.Radius < 0) { p.X = width + p.Radius; } if (p.Y - p.Radius > height) { p.Y = -p.Radius; } else if (p.Y + p.Radius < 0) { p.Y = height + p.Radius; } } public void CheckSpring(Ball current, Ball target, int width, int height) { var dx = target.X - current.X; var dy = target.Y - current.Y; var dist = Math.Sqrt(Math.Pow(dx, 2) + Math.Pow(dy, 2)); var minDist = width > height ? width / 10 : height / 5; if (dist < minDist) { DrawLine(current, target, dist, minDist); var ax = dx * Spring; var ay = dy * Spring; current.VX += ax / current.Move; current.VY += ay / current.Move; target.VX -= ax / target.Move; target.VY -= ay / target.Move; } } public void DrawLine(Ball current, Ball target, double dist, int minDist) { var StrokeWidth = (float)(2 * Math.Max(0, (1 - dist / minDist))); var Alpha = Math.Max(0, (1 - dist / minDist)) * byte.MaxValue; var Color = current.sKColor.WithAlpha((byte)Alpha); //划线 using var LinePaint = new SKPaint { Color = Color, Style = SKPaintStyle.Fill, StrokeWidth = StrokeWidth, IsStroke = true, StrokeCap = SKStrokeCap.Round, IsAntialias = true }; var path = new SKPath(); path.MoveTo((float)current.X, (float)current.Y); path.LineTo((float)target.X, (float)target.Y); path.Close(); canvas.DrawPath(path, LinePaint); } /// <summary> /// 画一个圆 /// </summary> public void DrawCircle(SKCanvas canvas, Ball ball) { using var paint = new SKPaint { Color = ball.sKColor, Style = SKPaintStyle.Fill, IsAntialias = true, StrokeWidth = 2 }; canvas.DrawCircle((float)ball.X, (float)ball.Y, ball.Radius, paint); } }
效果如下:
效果放大看,还是很心旷神怡的。
总结
这个特效的案例重点是碰撞检测,同时又产生了奇妙的特效效果,很是不错。
代码地址
https://github.com/kesshei/WPFSkiaParticleGardenDemo.git
https://gitee.com/kesshei/WPFSkiaParticleGardenDemo.git
阅
一键三连呦!,感谢大佬的支持,您的支持就是我的动力!
版权
蓝创精英团队(公众号同名,CSDN 同名,CNBlogs 同名)