Connect particle previous and current positions with line

I’m trying to use a particles previous position to draw a line to its current position but they are always equal even though previous position is got before the position is updated?

So I’m following Coding Challenge #24: Perlin Noise Flow Field but doing it in processing instead and I can’t seem to understand why I can’t replicate the last step of the video.

Full code at the bottom of the post.

This is the function I’m executing:

  void updatePrevPos() {
    prevPos.x = pos.x;
    prevPos.y = pos.y;
  }

This is the block of code that shows what functions are being executed on the individual particles in the canvas:

for (Particle particle : particles) {
    //Checks if particle has hit any edge and corrects the position accordingly
    particle.edges();
    //Adds a force to the particle depending where it is in the flow field
    particle.follow(flowField);
    //Updates the particles position, velocity and acceleration vectors
    particle.update();
    //Draws the particle
    particle.show();
  }

So I want to get the position the particle is in right before its updated. Logically, I thought, I should call updatePrevPos() right before the line that updates the position of the particle then. Here is the code that executes when particle.update() is run:

public void update() {
    updatePrevPos();
    vel.limit(maxSpeed);
    vel.add(acc);
    pos.add(vel);
    print(pos == prevPos);
    acc.mult(0);
  }

I tried calling the function everywhere before pos.add() is executed but I always get “true” printed even though updatePrevPos() is not called anywhere else. pos does change but somehow prevPos changes with it in the same frame?

Please, help.

Thanks.

Full code:

float inc = 0.1;
int scale = 10;
int cols, rows;
int nParticles = 1;

//Tids variabel. Förändring i zoff är en förändring i tid.
float zoff = 0;

ArrayList<Particle> particles = new ArrayList<Particle>();
PVector[][] flowField;

void setup() {

  size(1300, 900);
  background(255);
  cols = floor(width / scale);
  rows = floor(height / scale);

  for (int i = 0; i < nParticles; i++) {
    particles.add(new Particle());
  }

  flowField = new PVector[cols][rows];
  print("rows: " + rows + " ");
  print("cols: " + cols + " ");
}

void draw() {
  //background(255);
  float yoff = 0;
  for (int y = 0; y < rows; y++) {
    float xoff = 0;
    for (int x = 0; x < cols; x++) {

      //Hittar en slumpmässig vinkel för vektorerna baserad på perlin noise.
      float angle = noise(xoff, yoff, zoff) * TWO_PI * 3;
      //Skapar en enhetsvektor med den uträknade vinkeln angle och lägger den i flowField
      PVector v = PVector.fromAngle(angle);
      v.setMag(1);
      flowField[x][y] = v;

      xoff += inc;
      stroke(0);

      //Byter referenspunkt till varje hörn i våran "matris" och ritar en 
      //linje som är roterad med samma vinkel som vektorn
      pushMatrix();
      //translate(x*scale,y*scale);
      //rotate(v.heading());
      //stroke(0,50);
      //strokeWeight(1);
      //line(0, 0, scale, 0);
      popMatrix();
    }
    yoff += inc;
  }
  zoff += 0.005;

  //Rendera och uppdatera varje partikel
  for (Particle particle : particles) {
    particle.edges();
    particle.follow(flowField);
    particle.update();
    particle.show();
  }

  //print("Frame rate = " + floor(frameRate) + " ");
}

//Partikel objekt
class Particle {

  PVector pos = new PVector(random(width), random(height));
  PVector vel = new PVector(0, 0);
  PVector acc = new PVector(0, 0);

  int maxSpeed = 5;
  PVector prevPos = pos;

  //Fysik-motor
  public void update() {
    updatePrevPos();
    vel.limit(maxSpeed);
    vel.add(acc);
    pos.add(vel);
    print(pos == prevPos);
    acc.mult(0);
  }

  void updatePrevPos() {
    prevPos.x = pos.x;
    prevPos.y = pos.y;
  }

  public void applyForce(PVector force) {
    acc.add(force);
  }

  public void show() {
    //Justera alpha för att få olika utveckling på bild
    stroke(floor((vel.heading() * 255)/TWO_PI), 0, floor((pos.heading() * 255)/TWO_PI), 255);
    strokeWeight(2);
    line(pos.x, pos.y, prevPos.x, prevPos.y);
  }

  public void edges() {
    if (pos.x > width) { 
      pos.x = 0;
      updatePrevPos();
    }
    if (pos.x < 0) {
      pos.x = width;
      updatePrevPos();
    }
    if (pos.y > height) { 
      pos.y = 0;
      updatePrevPos();
    }
    if (pos.y < 0) { 
      pos.x = height;
      updatePrevPos();
    }
  }

  public void follow(PVector[][] flowField) {
    int x = floor(pos.x / scale) - 1;
    int y = floor(pos.y / scale) - 1;

    if (x < 0) x = 0;
    if (y < 0) y = 0;

    PVector force = flowField[x][y];
    applyForce(force);
  }
}
1 Like

Take a closer look at this line:

This line isn’t copying the object that pos points to. It’s just pointing prevPos to the same object. Here’s a simple example:

PVector posOne = new PVector(1, 2);
PVector posTwo = posOne;

println(posTwo.x); // prints 1

postTwo.x = 42;
println(posOne.x); // prints 42

If you want both variables to hold their own object, then you have to create a new instance of the PVector class. Something like this:

PVector posOne = new PVector(1, 2);
PVector posTwo = new PVector(3, 4);

println(posTwo.x); // prints 3

postTwo.x = 42;
println(posOne.x); // prints 1

The PVector class also has a handy copy() function that might come in handy.

More info can be found in the reference.

2 Likes

Thank you so much! This worked and I learned something new that I think will be very useful to know in future projects. :heart:

1 Like