This commit is contained in:
benfry
2011-01-26 19:22:19 +00:00
parent d3a18c7964
commit eb64b2d4fc
1234 changed files with 96518 additions and 0 deletions

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// A simple Particle class
class Particle {
PVector loc;
PVector vel;
PVector acc;
float r;
float timer;
// Another constructor (the one we are using here)
Particle(PVector l) {
acc = new PVector(0,0.05,0);
vel = new PVector(random(-1,1),random(-2,0),0);
loc = l.get();
r = 10.0;
timer = 100.0;
}
void run() {
update();
render();
}
// Method to update location
void update() {
vel.add(acc);
loc.add(vel);
timer -= 1.0;
}
// Method to display
void render() {
ellipseMode(CENTER);
stroke(255,timer);
fill(100,timer);
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) {
return true;
} else {
return false;
}
}
void displayVector(PVector v, 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(v.heading2D());
// 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)
line(0,0,len,0);
line(len,0,len-arrowsize,+arrowsize/2);
line(len,0,len-arrowsize,-arrowsize/2);
popMatrix();
}
}

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// A class to describe a group of Particles
// An ArrayList is used to manage the list of Particles
class ParticleSystem {
ArrayList particles; // An arraylist for all the particles
PVector origin; // An origin point for where particles are born
ParticleSystem(int num, PVector v) {
particles = new ArrayList(); // Initialize the arraylist
origin = v.get(); // Store the origin point
for (int i = 0; i < num; i++) {
particles.add(new Particle(origin)); // Add "num" amount of particles to the arraylist
}
}
void run() {
// Cycle through the ArrayList backwards b/c we are deleting
for (int i = particles.size()-1; i >= 0; i--) {
Particle p = (Particle) particles.get(i);
p.run();
if (p.dead()) {
particles.remove(i);
}
}
}
void addParticle() {
particles.add(new Particle(origin));
}
void addParticle(float x, float y) {
particles.add(new Particle(new PVector(x,y)));
}
void addParticle(Particle p) {
particles.add(p);
}
// A method to test if the particle system still has particles
boolean dead() {
if (particles.isEmpty()) {
return true;
} else {
return false;
}
}
}

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/**
* 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 PVector(width/2,height/2,0));
smooth();
}
void draw() {
background(0);
ps.run();
ps.addParticle(mouseX,mouseY);
}

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// A simple Particle class
class Particle {
Vector3D loc;
Vector3D vel;
Vector3D acc;
float r;
float timer;
// Another constructor (the one we are using here)
Particle(Vector3D l) {
acc = new Vector3D(0,0.05,0);
vel = new Vector3D(random(-1,1),random(-2,0),0);
loc = l.copy();
r = 10.0;
timer = 100.0;
}
void run() {
update();
render();
}
// Method to update location
void update() {
vel.add(acc);
loc.add(vel);
timer -= 1.0;
}
// Method to display
void render() {
ellipseMode(CENTER);
stroke(255,timer);
fill(100,timer);
ellipse(loc.x,loc.y,r,r);
vel.display(loc.x,loc.y,10);
}
// Is the particle still useful?
boolean dead() {
if (timer <= 0.0) {
return true;
} else {
return false;
}
}
}

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// A class to describe a group of Particles
// An ArrayList is used to manage the list of Particles
class ParticleSystem {
ArrayList particles; // An arraylist for all the particles
Vector3D origin; // An origin point for where particles are born
ParticleSystem(int num, Vector3D v) {
particles = new ArrayList(); // Initialize the arraylist
origin = v.copy(); // Store the origin point
for (int i = 0; i < num; i++) {
particles.add(new Particle(origin)); // Add "num" amount of particles to the arraylist
}
}
void run() {
// Cycle through the ArrayList backwards b/c we are deleting
for (int i = particles.size()-1; i >= 0; i--) {
Particle p = (Particle) particles.get(i);
p.run();
if (p.dead()) {
particles.remove(i);
}
}
}
void addParticle() {
particles.add(new Particle(origin));
}
void addParticle(float x, float y) {
particles.add(new Particle(new Vector3D(x,y)));
}
void addParticle(Particle p) {
particles.add(p);
}
// A method to test if the particle system still has particles
boolean dead() {
if (particles.isEmpty()) {
return true;
} else {
return false;
}
}
}

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import processing.core.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class SimpleParticleSystem extends PApplet {
/**
* 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;
public void setup() {
size(640, 360);
colorMode(RGB, 255, 255, 255, 100);
ps = new ParticleSystem(1,new Vector3D(width/2,height/2,0));
smooth();
}
public void draw() {
background(0);
ps.run();
ps.addParticle(mouseX,mouseY);
}
// A simple Particle class
class Particle {
Vector3D loc;
Vector3D vel;
Vector3D acc;
float r;
float timer;
// Another constructor (the one we are using here)
Particle(Vector3D l) {
acc = new Vector3D(0,0.05f,0);
vel = new Vector3D(random(-1,1),random(-2,0),0);
loc = l.copy();
r = 10.0f;
timer = 100.0f;
}
public void run() {
update();
render();
}
// Method to update location
public void update() {
vel.add(acc);
loc.add(vel);
timer -= 1.0f;
}
// Method to display
public void render() {
ellipseMode(CENTER);
stroke(255,timer);
fill(100,timer);
ellipse(loc.x,loc.y,r,r);
vel.display(loc.x,loc.y,10);
}
// Is the particle still useful?
public boolean dead() {
if (timer <= 0.0f) {
return true;
} else {
return false;
}
}
}
// A class to describe a group of Particles
// An ArrayList is used to manage the list of Particles
class ParticleSystem {
ArrayList particles; // An arraylist for all the particles
Vector3D origin; // An origin point for where particles are born
ParticleSystem(int num, Vector3D v) {
particles = new ArrayList(); // Initialize the arraylist
origin = v.copy(); // Store the origin point
for (int i = 0; i < num; i++) {
particles.add(new Particle(origin)); // Add "num" amount of particles to the arraylist
}
}
public void run() {
// Cycle through the ArrayList backwards b/c we are deleting
for (int i = particles.size()-1; i >= 0; i--) {
Particle p = (Particle) particles.get(i);
p.run();
if (p.dead()) {
particles.remove(i);
}
}
}
public void addParticle() {
particles.add(new Particle(origin));
}
public void addParticle(float x, float y) {
particles.add(new Particle(new Vector3D(x,y)));
}
public void addParticle(Particle p) {
particles.add(p);
}
// A method to test if the particle system still has particles
public boolean dead() {
if (particles.isEmpty()) {
return true;
} else {
return false;
}
}
}
// Simple Vector class
class Vector3D {
float x;
float y;
float z;
Vector3D(float x_, float y_, float z_) {
x = x_;
y = y_;
z = z_;
}
Vector3D(float x_, float y_) {
x = x_;
y = y_;
z = 0f;
}
Vector3D() {
x = 0f;
y = 0f;
z = 0f;
}
public void setX(float x_) {
x = x_;
}
public void setY(float y_) {
y = y_;
}
public void setZ(float z_) {
z = z_;
}
public void setXY(float x_, float y_) {
x = x_;
y = y_;
}
public void setXYZ(float x_, float y_, float z_) {
x = x_;
y = y_;
z = z_;
}
public void setXYZ(Vector3D v) {
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" });
}
}

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/**
* 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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