Added center() method, updated ParticleSystem example

This commit is contained in:
codeanticode
2012-01-09 05:20:28 +00:00
parent 45160dd538
commit a323a7e7ec
4 changed files with 393 additions and 27 deletions
@@ -1,27 +1,98 @@
PShape system;
PShape particles;
PImage sprite;
int npartTotal = 1000;
int npartPerFrame = 10;
float speed = 1.0;
float gravity = 0.05;
float partSize = 20;
int partLifetime;
PVector velocities[];
int lifetimes[];
void setup() {
size(500, 500, P3D);
system = createShape(PShape.GROUP);
for (int i = 0; i < 10; i++) {
PShape pt = createShape(POINT);
pt.strokeWeight(20);
pt.stroke(random(255), random(255), random(255));
pt.vertex(random(width), random(height));
system.addShape(pt);
pt.end();
size(640, 480, P3D);
frameRate(120);
particles = createShape(PShape.GROUP);
sprite = loadImage("sprite.png");
for (int n = 0; n < npartTotal; n++) {
PShape part = createShape(QUAD);
part.noStroke();
part.texture(sprite);
part.vertex(-partSize/2, -partSize/2, 0, 0);
part.vertex(+partSize/2, -partSize/2, sprite.width, 0);
part.vertex(+partSize/2, +partSize/2, sprite.width, sprite.height);
part.vertex(-partSize/2, +partSize/2, 0, sprite.height);
part.end();
particles.addShape(part);
}
partLifetime = npartTotal / npartPerFrame;
initVelocities();
initLifetimes();
// Writing to the depth buffer is disabled to avoid rendering
// artifacts due to the fact that the particles are semi-transparent
// but not z-sorted.
hint(DISABLE_DEPTH_MASK);
}
public void draw () {
background(255);
void draw () {
background(0);
shape(system);
for (int i = 0; i < system.getChildCount(); i++) {
PShape pt = system.getChild(i);
pt.translate(random(-5, 5), random(-5, 5), random(-5, 5));
for (int n = 0; n < particles.getChildCount(); n++) {
PShape part = particles.getChild(n);
lifetimes[n]++;
if (lifetimes[n] == partLifetime) {
lifetimes[n] = 0;
}
if (0 <= lifetimes[n]) {
if (lifetimes[n] == 0) {
// Re-spawn dead particle
part.center(mouseX, mouseY);
float a = random(0, TWO_PI);
float s = random(0.5 * speed, 0.5 * speed);
velocities[n].x = s * cos(a);
velocities[n].y = s * sin(a);
}
else {
part.translate(velocities[n].x, velocities[n].y);
velocities[n].y += gravity;
}
float a = 1.0 - float(lifetimes[n]) / partLifetime;
part.fill(255, a * 255);
} else {
part.fill(0, 0);
}
}
shape(particles);
if (frameCount % 10 == 0) println(frameRate);
}
void initVelocities() {
velocities = new PVector[npartTotal];
for (int n = 0; n < velocities.length; n++) {
velocities[n] = new PVector();
}
}
void initLifetimes() {
// Initializing particles with negative lifetimes so they are added
// progressively into the screen during the first frames of the sketch
lifetimes = new int[npartTotal];
int t = -1;
for (int n = 0; n < lifetimes.length; n++) {
if (n % npartPerFrame == 0) {
t++;
}
lifetimes[n] = -t;
}
}
@@ -7534,8 +7534,208 @@ public class PGraphicsOpenGL extends PGraphics {
return newSize;
}
public void applyMatrix(PMatrix2D tr) {
public void center(float cx, float cy) {
int index;
// Computing current center
float cx0 = 0;
float cy0 = 0;
for (int i = 0; i < fillVertexCount; i++) {
index = 3 * i;
cx0 += fillVertices[index++];
cy0 += fillVertices[index ];
}
for (int i = 0; i < lineVertexCount; i++) {
index = 3 * i;
cx0 += lineVertices[index++];
cy0 += lineVertices[index ];
}
for (int i = 0; i < pointVertexCount; i++) {
index = 3 * i;
cx0 += pointVertices[index++];
cy0 += pointVertices[index ];
}
int nt = fillVertexCount + lineVertexCount + pointVertexCount;
if (0 < nt) {
cx0 /= nt;
cy0 /= nt;
}
float tx = cx - cx0;
float ty = cy - cy0;
if (0 < fillVertexCount) {
for (int i = 0; i < fillVertexCount; i++) {
index = 3 * i;
fillVertices[index++] += tx;
fillVertices[index ] += ty;
}
}
if (0 < lineVertexCount) {
for (int i = 0; i < lineVertexCount; i++) {
index = 3 * i;
lineVertices[index++] += tx;
lineVertices[index ] += ty;
index = 4 * i;
lineAttributes[index++] += tx;
lineAttributes[index ] += ty;
}
}
if (0 < pointVertexCount) {
for (int i = 0; i < pointVertexCount; i++) {
index = 3 * i;
pointVertices[index++] += tx;
pointVertices[index ] += ty;
}
}
}
public void center(float cx, float cy, float cz) {
int index;
// Computing current center
float cx0 = 0;
float cy0 = 0;
float cz0 = 0;
for (int i = 0; i < fillVertexCount; i++) {
index = 3 * i;
cx0 += fillVertices[index++];
cy0 += fillVertices[index++];
cz0 += fillVertices[index ];
}
for (int i = 0; i < lineVertexCount; i++) {
index = 3 * i;
cx0 += lineVertices[index++];
cy0 += lineVertices[index++];
cz0 += lineVertices[index ];
}
for (int i = 0; i < pointVertexCount; i++) {
index = 3 * i;
cx0 += pointVertices[index++];
cy0 += pointVertices[index++];
cz0 += pointVertices[index ];
}
int nt = fillVertexCount + lineVertexCount + pointVertexCount;
if (0 < nt) {
cx0 /= nt;
cy0 /= nt;
cz0 /= nt;
}
float tx = cx - cx0;
float ty = cy - cy0;
float tz = cz - cz0;
if (0 < fillVertexCount) {
for (int i = 0; i < fillVertexCount; i++) {
index = 3 * i;
fillVertices[index++] += tx;
fillVertices[index++] += ty;
fillVertices[index ] += tz;
}
}
if (0 < lineVertexCount) {
for (int i = 0; i < lineVertexCount; i++) {
index = 3 * i;
lineVertices[index++] += tx;
lineVertices[index++] += ty;
lineVertices[index ] += tz;
index = 4 * i;
lineAttributes[index++] += tx;
lineAttributes[index++] += ty;
lineAttributes[index ] += tz;
}
}
if (0 < pointVertexCount) {
for (int i = 0; i < pointVertexCount; i++) {
index = 3 * i;
pointVertices[index++] += tx;
pointVertices[index++] += ty;
pointVertices[index ] += tz;
}
}
}
public void applyMatrix(PMatrix2D tr) {
if (0 < fillVertexCount) {
int index;
for (int i = 0; i < fillVertexCount; i++) {
index = 3 * i;
float x = fillVertices[index++];
float y = fillVertices[index ];
index = 3 * i;
float nx = fillNormals[index++];
float ny = fillNormals[index ];
index = 3 * i;
fillVertices[index++] = x * tr.m00 + y * tr.m01 + tr.m02;
fillVertices[index ] = x * tr.m10 + y * tr.m11 + tr.m12;
index = 3 * i;
fillNormals[index++] = nx * tr.m00 + ny * tr.m01;
fillNormals[index ] = nx * tr.m10 + ny * tr.m11;
}
}
if (0 < lineVertexCount) {
int index;
for (int i = 0; i < lineVertexCount; i++) {
index = 3 * i;
float x = lineVertices[index++];
float y = lineVertices[index ];
index = 3 * i;
float nx = lineNormals[index++];
float ny = lineNormals[index ];
index = 4 * i;
float xa = lineAttributes[index++];
float ya = lineAttributes[index ];
index = 3 * i;
lineVertices[index++] = x * tr.m00 + y * tr.m01 + tr.m02;
lineVertices[index ] = x * tr.m10 + y * tr.m11 + tr.m12;
index = 3 * i;
lineNormals[index++] = nx * tr.m00 + ny * tr.m01;
lineNormals[index ] = nx * tr.m10 + ny * tr.m11;
index = 4 * i;
lineAttributes[index++] = xa * tr.m00 + ya * tr.m01 + tr.m02;
lineAttributes[index ] = xa * tr.m10 + ya * tr.m11 + tr.m12;
}
}
if (0 < pointVertexCount) {
int index;
for (int i = 0; i < pointVertexCount; i++) {
index = 3 * i;
float x = pointVertices[index++];
float y = pointVertices[index ];
index = 3 * i;
float nx = pointNormals[index++];
float ny = pointNormals[index ];
index = 3 * i;
pointVertices[index++] = x * tr.m00 + y * tr.m01 + tr.m02;
pointVertices[index ] = x * tr.m10 + y * tr.m11 + tr.m12;
index = 3 * i;
pointNormals[index++] = nx * tr.m00 + ny * tr.m01;
pointNormals[index ] = nx * tr.m10 + ny * tr.m11;
}
}
}
public void applyMatrix(PMatrix3D tr) {
@@ -7625,8 +7825,7 @@ public class PGraphicsOpenGL extends PGraphics {
pointNormals[index++] = nx * tr.m10 + ny * tr.m11 + nz * tr.m12;
pointNormals[index ] = nx * tr.m20 + ny * tr.m21 + nz * tr.m22;
}
}
}
}
}
@@ -429,6 +429,11 @@ public class PShape3D extends PShape {
// Drawing methods
public void textureMode(int mode) {
textureMode = mode;
}
public void texture(PImage tex) {
texture = tex;
}
@@ -468,6 +473,11 @@ public class PShape3D extends PShape {
}
public void vertex(float x, float y, float u, float v) {
vertex(x, y, 0, u, v);
}
public void vertex(float x, float y, float z) {
vertex(x, y, z, 0, 0);
}
@@ -765,9 +775,85 @@ public class PShape3D extends PShape {
// Geometric transformations
public void center(float cx, float cy) {
if (family == GROUP) {
// for (int i = 0; i < childCount; i++) {
// PShape3D child = (PShape3D) children[i];
// child.center(cx, cy);
// }
} else {
tess.center(cx, cy);
modified = true;
if (0 < tess.fillVertexCount) {
modifiedFillVertices = true;
}
if (0 < tess.lineVertexCount) {
modifiedLineVertices = true;
modifiedLineAttributes = true;
}
if (0 < tess.pointVertexCount) {
modifiedPointVertices = true;
}
}
}
public void center(float cx, float cy, float cz) {
if (family == GROUP) {
// for (int i = 0; i < childCount; i++) {
// PShape3D child = (PShape3D) children[i];
// child.center(cx, cy, cz);
// }
// calculate current center of all child shapes
// translate to the new center.
} else {
tess.center(cx, cy, cz);
modified = true;
if (0 < tess.fillVertexCount) {
modifiedFillVertices = true;
}
if (0 < tess.lineVertexCount) {
modifiedLineVertices = true;
modifiedLineAttributes = true;
}
if (0 < tess.pointVertexCount) {
modifiedPointVertices = true;
}
}
}
public void translate(float tx, float ty) {
// TODO: implement for geometry shapes.
super.translate(tx, ty);
if (family == GROUP) {
// TODO: make sure that for group shapes, just applying the
// gl transformation is efficient enough (might depend on
// how much geometry is inside the group).
super.translate(tx, ty);
} else {
checkMatrix(2);
matrix.translate(tx, ty);
tess.applyMatrix((PMatrix2D) matrix);
modified = true;
if (0 < tess.fillVertexCount) {
modifiedFillVertices = true;
modifiedFillNormals = true;
}
if (0 < tess.lineVertexCount) {
modifiedLineVertices = true;
modifiedLineNormals = true;
modifiedLineAttributes = true;
}
if (0 < tess.pointVertexCount) {
modifiedPointVertices = true;
modifiedPointNormals = true;
}
// So the transformation is not applied again when drawing
matrix = null;
}
}
public void translate(float tx, float ty, float tz) {
@@ -781,7 +867,7 @@ public class PShape3D extends PShape {
matrix.translate(tx, ty, tz);
tess.applyMatrix((PMatrix3D) matrix);
modified = true;
modified = true;
if (0 < tess.fillVertexCount) {
modifiedFillVertices = true;
modifiedFillNormals = true;
@@ -2543,7 +2629,7 @@ public class PShape3D extends PShape {
offset = newOffset;
}
if (data.length / ncoords == size + newSize) {
if (data.length / ncoords <= size + newSize) {
expand(size + newSize);
}