mirror of
https://github.com/processing/processing4.git
synced 2026-01-29 11:21:06 +01:00
This commit is contained in:
@@ -0,0 +1,67 @@
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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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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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}
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void run() {
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update();
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render();
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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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}
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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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}
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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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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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@@ -0,0 +1,50 @@
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// A class to describe a group of Particles
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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 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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}
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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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}
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}
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}
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@@ -0,0 +1,27 @@
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/**
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* Simple Particle System
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* by Daniel Shiffman.
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*
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* Particles are generated each cycle through draw(),
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* fall with gravity and fade out over time
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* A ParticleSystem object manages a variable size (ArrayList)
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* list of particles.
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*/
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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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smooth();
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}
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void draw() {
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background(0);
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ps.run();
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ps.addParticle(mouseX,mouseY);
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}
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@@ -0,0 +1,49 @@
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// A simple Particle class
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class Particle {
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Vector3D loc;
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Vector3D vel;
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Vector3D 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(Vector3D l) {
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acc = new Vector3D(0,0.05,0);
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vel = new Vector3D(random(-1,1),random(-2,0),0);
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loc = l.copy();
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r = 10.0;
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timer = 100.0;
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}
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void run() {
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update();
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render();
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}
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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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}
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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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vel.display(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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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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}
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@@ -0,0 +1,50 @@
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// A class to describe a group of Particles
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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 particles; // An arraylist for all the particles
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Vector3D origin; // An origin point for where particles are born
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ParticleSystem(int num, Vector3D v) {
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particles = new ArrayList(); // Initialize the arraylist
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origin = v.copy(); // 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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}
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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 Vector3D(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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}
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}
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}
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@@ -0,0 +1,308 @@
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import processing.core.*;
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import java.applet.*;
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import java.awt.*;
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import java.awt.image.*;
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import java.awt.event.*;
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import java.io.*;
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import java.net.*;
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import java.text.*;
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import java.util.*;
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import java.util.zip.*;
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import java.util.regex.*;
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public class SimpleParticleSystem extends PApplet {
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/**
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* Simple Particle System
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* by Daniel Shiffman.
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*
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* Particles are generated each cycle through draw(),
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* fall with gravity and fade out over time
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* A ParticleSystem object manages a variable size (ArrayList)
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* list of particles.
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*/
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ParticleSystem ps;
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public 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 Vector3D(width/2,height/2,0));
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smooth();
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}
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public void draw() {
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background(0);
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ps.run();
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ps.addParticle(mouseX,mouseY);
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}
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// A simple Particle class
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class Particle {
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Vector3D loc;
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Vector3D vel;
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Vector3D 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(Vector3D l) {
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acc = new Vector3D(0,0.05f,0);
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vel = new Vector3D(random(-1,1),random(-2,0),0);
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loc = l.copy();
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r = 10.0f;
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timer = 100.0f;
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}
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public void run() {
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update();
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render();
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}
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// Method to update location
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public void update() {
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vel.add(acc);
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loc.add(vel);
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timer -= 1.0f;
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}
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// Method to display
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public 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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vel.display(loc.x,loc.y,10);
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}
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// Is the particle still useful?
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public boolean dead() {
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if (timer <= 0.0f) {
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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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}
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// A class to describe a group of Particles
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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 particles; // An arraylist for all the particles
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Vector3D origin; // An origin point for where particles are born
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ParticleSystem(int num, Vector3D v) {
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particles = new ArrayList(); // Initialize the arraylist
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origin = v.copy(); // 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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public 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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}
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public void addParticle() {
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particles.add(new Particle(origin));
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}
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public void addParticle(float x, float y) {
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particles.add(new Particle(new Vector3D(x,y)));
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}
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public 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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public 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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}
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}
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}
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// Simple Vector class
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class Vector3D {
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float x;
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float y;
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float z;
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Vector3D(float x_, float y_, float z_) {
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x = x_;
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y = y_;
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z = z_;
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}
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Vector3D(float x_, float y_) {
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x = x_;
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y = y_;
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z = 0f;
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}
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Vector3D() {
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x = 0f;
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y = 0f;
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z = 0f;
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}
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public void setX(float x_) {
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x = x_;
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}
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||||
public void setY(float y_) {
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y = y_;
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||||
}
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||||
|
||||
public void setZ(float z_) {
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||||
z = z_;
|
||||
}
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||||
|
||||
public void setXY(float x_, float y_) {
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||||
x = x_;
|
||||
y = y_;
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||||
}
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||||
|
||||
public void setXYZ(float x_, float y_, float z_) {
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||||
x = x_;
|
||||
y = y_;
|
||||
z = z_;
|
||||
}
|
||||
|
||||
public void setXYZ(Vector3D v) {
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||||
x = v.x;
|
||||
y = v.y;
|
||||
z = v.z;
|
||||
}
|
||||
public float magnitude() {
|
||||
return (float) Math.sqrt(x*x + y*y + z*z);
|
||||
}
|
||||
|
||||
public Vector3D copy() {
|
||||
return new Vector3D(x,y,z);
|
||||
}
|
||||
|
||||
public Vector3D copy(Vector3D v) {
|
||||
return new Vector3D(v.x, v.y,v.z);
|
||||
}
|
||||
|
||||
public void add(Vector3D v) {
|
||||
x += v.x;
|
||||
y += v.y;
|
||||
z += v.z;
|
||||
}
|
||||
|
||||
public void sub(Vector3D v) {
|
||||
x -= v.x;
|
||||
y -= v.y;
|
||||
z -= v.z;
|
||||
}
|
||||
|
||||
public void mult(float n) {
|
||||
x *= n;
|
||||
y *= n;
|
||||
z *= n;
|
||||
}
|
||||
|
||||
public void div(float n) {
|
||||
x /= n;
|
||||
y /= n;
|
||||
z /= n;
|
||||
}
|
||||
|
||||
/* float dot(Vector3D v) {
|
||||
//implement DOT product
|
||||
}*/
|
||||
|
||||
/* Vector3D cross(Vector3D v) {
|
||||
//implement CROSS product
|
||||
}*/
|
||||
|
||||
public void normalize() {
|
||||
float m = magnitude();
|
||||
if (m > 0) {
|
||||
div(m);
|
||||
}
|
||||
}
|
||||
|
||||
public void limit(float max) {
|
||||
if (magnitude() > max) {
|
||||
normalize();
|
||||
mult(max);
|
||||
}
|
||||
}
|
||||
|
||||
public float heading2D() {
|
||||
float angle = (float) Math.atan2(-y, x);
|
||||
return -1*angle;
|
||||
}
|
||||
|
||||
public Vector3D add(Vector3D v1, Vector3D v2) {
|
||||
Vector3D v = new Vector3D(v1.x + v2.x,v1.y + v2.y, v1.z + v2.z);
|
||||
return v;
|
||||
}
|
||||
|
||||
public Vector3D sub(Vector3D v1, Vector3D v2) {
|
||||
Vector3D v = new Vector3D(v1.x - v2.x,v1.y - v2.y,v1.z - v2.z);
|
||||
return v;
|
||||
}
|
||||
|
||||
public Vector3D div(Vector3D v1, float n) {
|
||||
Vector3D v = new Vector3D(v1.x/n,v1.y/n,v1.z/n);
|
||||
return v;
|
||||
}
|
||||
|
||||
public Vector3D mult(Vector3D v1, float n) {
|
||||
Vector3D v = new Vector3D(v1.x*n,v1.y*n,v1.z*n);
|
||||
return v;
|
||||
}
|
||||
|
||||
public float distance (Vector3D v1, Vector3D v2) {
|
||||
float dx = v1.x - v2.x;
|
||||
float dy = v1.y - v2.y;
|
||||
float dz = v1.z - v2.z;
|
||||
return (float) Math.sqrt(dx*dx + dy*dy + dz*dz);
|
||||
}
|
||||
|
||||
public void display(float x, float y, float scayl) {
|
||||
pushMatrix();
|
||||
float arrowsize = 4;
|
||||
// Translate to location to render vector
|
||||
translate(x,y);
|
||||
// stroke(255);
|
||||
// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
|
||||
rotate(heading2D());
|
||||
// Calculate length of vector & scale it to be bigger or smaller if necessary
|
||||
float len = magnitude()*scayl;
|
||||
// Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction)
|
||||
line(0,0,len,0);
|
||||
line(len,0,len-arrowsize,+arrowsize/2);
|
||||
line(len,0,len-arrowsize,-arrowsize/2);
|
||||
popMatrix();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
static public void main(String args[]) {
|
||||
PApplet.main(new String[] { "SimpleParticleSystem" });
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
/**
|
||||
* Simple Particle System
|
||||
* by Daniel Shiffman.
|
||||
*
|
||||
* Particles are generated each cycle through draw(),
|
||||
* fall with gravity and fade out over time
|
||||
* A ParticleSystem object manages a variable size (ArrayList)
|
||||
* list of particles.
|
||||
*/
|
||||
|
||||
ParticleSystem ps;
|
||||
|
||||
void setup() {
|
||||
size(640, 360);
|
||||
colorMode(RGB, 255, 255, 255, 100);
|
||||
ps = new ParticleSystem(1,new Vector3D(width/2,height/2,0));
|
||||
smooth();
|
||||
}
|
||||
|
||||
void draw() {
|
||||
background(0);
|
||||
ps.run();
|
||||
ps.addParticle(mouseX,mouseY);
|
||||
}
|
||||
|
||||
|
||||
|
||||
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Reference in New Issue
Block a user