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https://github.com/processing/processing4.git
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changes to simulate examples
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@@ -1,67 +1,44 @@
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// A simple Particle class
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class Particle {
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PVector loc;
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PVector vel;
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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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PVector location;
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PVector velocity;
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PVector acceleration;
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float lifespan;
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Particle(PVector l) {
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acc = new PVector(0,0.05,0);
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vel = new PVector(random(-1,1),random(-2,0),0);
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loc = l.get();
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r = 10.0;
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timer = 100.0;
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acceleration = new PVector(0,0.05);
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velocity = new PVector(random(-1,1),random(-2,0));
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location = l.get();
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lifespan = 255.0;
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}
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void run() {
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update();
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render();
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display();
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}
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// Method to update location
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void update() {
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vel.add(acc);
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loc.add(vel);
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timer -= 1.0;
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velocity.add(acceleration);
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location.add(velocity);
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lifespan -= 1.0;
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}
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// Method to display
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void render() {
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ellipseMode(CENTER);
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stroke(255,timer);
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fill(100,timer);
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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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void display() {
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stroke(255,lifespan);
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fill(255,lifespan);
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ellipse(location.x,location.y,8,8);
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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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boolean isDead() {
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if (lifespan < 0.0) {
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return true;
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} else {
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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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// Translate to location to render vector
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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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// 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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line(0,0,len,0);
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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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@@ -2,49 +2,26 @@
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// An ArrayList is used to manage the list of Particles
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class ParticleSystem {
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ArrayList<Particle> particles;
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PVector origin;
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ArrayList particles; // An arraylist for all the particles
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PVector origin; // An origin point for where particles are born
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ParticleSystem(int num, PVector v) {
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particles = new ArrayList(); // Initialize the arraylist
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origin = v.get(); // Store the origin point
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for (int i = 0; i < num; i++) {
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particles.add(new Particle(origin)); // Add "num" amount of particles to the arraylist
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}
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}
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void run() {
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// Cycle through the ArrayList backwards b/c we are deleting
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for (int i = particles.size()-1; i >= 0; i--) {
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Particle p = (Particle) particles.get(i);
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p.run();
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if (p.dead()) {
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particles.remove(i);
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}
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}
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ParticleSystem(PVector location) {
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origin = location.get();
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particles = new ArrayList<Particle>();
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}
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void addParticle() {
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particles.add(new Particle(origin));
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}
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void addParticle(float x, float y) {
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particles.add(new Particle(new PVector(x,y)));
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}
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void addParticle(Particle p) {
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particles.add(p);
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}
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// A method to test if the particle system still has particles
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boolean dead() {
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if (particles.isEmpty()) {
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return true;
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} else {
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return false;
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void run() {
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Iterator<Particle> it = particles.iterator();
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while (it.hasNext()) {
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Particle p = it.next();
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p.run();
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if (p.isDead()) {
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it.remove();
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}
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}
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}
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}
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@@ -11,16 +11,15 @@
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ParticleSystem ps;
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void setup() {
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size(640, 360);
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colorMode(RGB, 255, 255, 255, 100);
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ps = new ParticleSystem(1, new PVector(width/2,height/2,0));
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size(640,360);
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smooth();
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ps = new ParticleSystem(new PVector(width/2,50));
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}
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void draw() {
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background(0);
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ps.addParticle();
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ps.run();
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ps.addParticle(mouseX,mouseY);
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}
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