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Replacing heading2D with heading for all general examples. Issue #1627
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@@ -75,7 +75,7 @@ class Boid {
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// Steering = Desired minus Velocity
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steer = target.sub(desired,vel);
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steer.limit(maxforce); // Limit to maximum steering force
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}
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}
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else {
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steer = new PVector(0,0);
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}
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@@ -84,7 +84,7 @@ class Boid {
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void render() {
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// Draw a triangle rotated in the direction of velocity
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float theta = vel.heading2D() + PI/2;
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float theta = vel.heading() + PI/2;
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fill(200,100);
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stroke(255);
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pushMatrix();
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@@ -6,7 +6,7 @@ class Particle {
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PVector acc;
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float r;
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float timer;
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// Another constructor (the one we are using here)
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Particle(PVector l) {
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acc = new PVector(0,0.05,0);
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@@ -36,7 +36,7 @@ class Particle {
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ellipse(loc.x,loc.y,r,r);
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displayVector(vel,loc.x,loc.y,10);
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}
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// Is the particle still useful?
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boolean dead() {
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if (timer <= 0.0) {
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@@ -45,7 +45,7 @@ class Particle {
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return false;
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}
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}
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void displayVector(PVector v, float x, float y, float scayl) {
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pushMatrix();
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float arrowsize = 4;
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@@ -53,7 +53,7 @@ class Particle {
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translate(x,y);
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stroke(255);
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// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
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rotate(v.heading2D());
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rotate(v.heading());
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// Calculate length of vector & scale it to be bigger or smaller if necessary
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float len = v.mag()*scayl;
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// Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction)
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@@ -61,7 +61,7 @@ class Particle {
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line(len,0,len-arrowsize,+arrowsize/2);
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line(len,0,len-arrowsize,-arrowsize/2);
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popMatrix();
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}
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}
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}
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@@ -1,9 +1,9 @@
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/**
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* Smoke Particle System
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* by Daniel Shiffman.
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*
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* A basic smoke effect using a particle system.
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* Each particle is rendered as an alpha masked image.
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* by Daniel Shiffman.
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*
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* A basic smoke effect using a particle system.
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* Each particle is rendered as an alpha masked image.
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*/
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ParticleSystem ps;
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@@ -48,7 +48,7 @@ void draw() {
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translate(x,y);
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stroke(255);
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// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
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rotate(v.heading2D());
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rotate(v.heading());
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// Calculate length of vector & scale it to be bigger or smaller if necessary
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float len = v.mag()*scayl;
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// Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction)
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@@ -56,7 +56,7 @@ void draw() {
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line(len,0,len-arrowsize,+arrowsize/2);
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line(len,0,len-arrowsize,-arrowsize/2);
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popMatrix();
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}
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}
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@@ -68,10 +68,10 @@ class Boid {
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steer.limit(maxforce); // Limit to maximum steering force
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return steer;
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}
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void render() {
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// Draw a triangle rotated in the direction of velocity
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float theta = velocity.heading2D() + radians(90);
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float theta = velocity.heading() + radians(90);
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fill(200,100);
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stroke(255);
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pushMatrix();
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@@ -1,14 +1,14 @@
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/**
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* Smoke Particle System
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* by Daniel Shiffman.
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*
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* A basic smoke effect using a particle system. Each particle
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* is rendered as an alpha masked image.
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* by Daniel Shiffman.
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*
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* A basic smoke effect using a particle system. Each particle
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* is rendered as an alpha masked image.
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*/
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// @pjs preload must be used to preload media if the program is
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// @pjs preload must be used to preload media if the program is
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// running with Processing.js
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/* @pjs preload="texture.png"; */
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/* @pjs preload="texture.png"; */
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ParticleSystem ps;
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Random generator;
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@@ -23,7 +23,7 @@ void setup() {
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void draw() {
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background(0);
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// Calculate a "wind" force based on mouse horizontal position
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float dx = map(mouseX,0,width,-0.2,0.2);
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PVector wind = new PVector(dx,0);
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@@ -32,7 +32,7 @@ void draw() {
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for (int i = 0; i < 2; i++) {
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ps.addParticle();
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}
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// Draw an arrow representing the wind force
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drawVector(wind, new PVector(width/2,50,0),500);
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@@ -46,7 +46,7 @@ void drawVector(PVector v, PVector loc, float scayl) {
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translate(loc.x,loc.y);
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stroke(255);
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// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
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rotate(v.heading2D());
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rotate(v.heading());
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// Calculate length of vector & scale it to be bigger or smaller if necessary
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float len = v.mag()*scayl;
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// Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction)
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