SkiaSharp 之 WPF 自绘 粒子花园(案例版)

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所属分类:.NET技术
摘要

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。


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:

SkiaSharp 之 WPF 自绘 粒子花园(案例版)

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

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)