Replacing heading2D with heading for all general examples. Issue #1627

This commit is contained in:
Yong Bakos
2013-02-14 15:09:27 -07:00
parent 168f840491
commit 4ff94a3f16
5 changed files with 24 additions and 24 deletions
@@ -75,7 +75,7 @@ class Boid {
// Steering = Desired minus Velocity
steer = target.sub(desired,vel);
steer.limit(maxforce); // Limit to maximum steering force
}
}
else {
steer = new PVector(0,0);
}
@@ -84,7 +84,7 @@ class Boid {
void render() {
// Draw a triangle rotated in the direction of velocity
float theta = vel.heading2D() + PI/2;
float theta = vel.heading() + PI/2;
fill(200,100);
stroke(255);
pushMatrix();
@@ -6,7 +6,7 @@ class Particle {
PVector acc;
float r;
float timer;
// Another constructor (the one we are using here)
Particle(PVector l) {
acc = new PVector(0,0.05,0);
@@ -36,7 +36,7 @@ class Particle {
ellipse(loc.x,loc.y,r,r);
displayVector(vel,loc.x,loc.y,10);
}
// Is the particle still useful?
boolean dead() {
if (timer <= 0.0) {
@@ -45,7 +45,7 @@ class Particle {
return false;
}
}
void displayVector(PVector v, float x, float y, float scayl) {
pushMatrix();
float arrowsize = 4;
@@ -53,7 +53,7 @@ class Particle {
translate(x,y);
stroke(255);
// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
rotate(v.heading2D());
rotate(v.heading());
// Calculate length of vector & scale it to be bigger or smaller if necessary
float len = v.mag()*scayl;
// Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction)
@@ -61,7 +61,7 @@ class Particle {
line(len,0,len-arrowsize,+arrowsize/2);
line(len,0,len-arrowsize,-arrowsize/2);
popMatrix();
}
}
}
@@ -1,9 +1,9 @@
/**
* Smoke Particle System
* by Daniel Shiffman.
*
* A basic smoke effect using a particle system.
* Each particle is rendered as an alpha masked image.
* by Daniel Shiffman.
*
* A basic smoke effect using a particle system.
* Each particle is rendered as an alpha masked image.
*/
ParticleSystem ps;
@@ -48,7 +48,7 @@ void draw() {
translate(x,y);
stroke(255);
// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
rotate(v.heading2D());
rotate(v.heading());
// Calculate length of vector & scale it to be bigger or smaller if necessary
float len = v.mag()*scayl;
// Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction)
@@ -56,7 +56,7 @@ void draw() {
line(len,0,len-arrowsize,+arrowsize/2);
line(len,0,len-arrowsize,-arrowsize/2);
popMatrix();
}
}
@@ -68,10 +68,10 @@ class Boid {
steer.limit(maxforce); // Limit to maximum steering force
return steer;
}
void render() {
// Draw a triangle rotated in the direction of velocity
float theta = velocity.heading2D() + radians(90);
float theta = velocity.heading() + radians(90);
fill(200,100);
stroke(255);
pushMatrix();
@@ -1,14 +1,14 @@
/**
* Smoke Particle System
* by Daniel Shiffman.
*
* A basic smoke effect using a particle system. Each particle
* is rendered as an alpha masked image.
* by Daniel Shiffman.
*
* A basic smoke effect using a particle system. Each particle
* is rendered as an alpha masked image.
*/
// @pjs preload must be used to preload media if the program is
// @pjs preload must be used to preload media if the program is
// running with Processing.js
/* @pjs preload="texture.png"; */
/* @pjs preload="texture.png"; */
ParticleSystem ps;
Random generator;
@@ -23,7 +23,7 @@ void setup() {
void draw() {
background(0);
// Calculate a "wind" force based on mouse horizontal position
float dx = map(mouseX,0,width,-0.2,0.2);
PVector wind = new PVector(dx,0);
@@ -32,7 +32,7 @@ void draw() {
for (int i = 0; i < 2; i++) {
ps.addParticle();
}
// Draw an arrow representing the wind force
drawVector(wind, new PVector(width/2,50,0),500);
@@ -46,7 +46,7 @@ void drawVector(PVector v, PVector loc, float scayl) {
translate(loc.x,loc.y);
stroke(255);
// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
rotate(v.heading2D());
rotate(v.heading());
// Calculate length of vector & scale it to be bigger or smaller if necessary
float len = v.mag()*scayl;
// Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction)