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https://github.com/processing/processing4.git
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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 SmokeParticleSystem extends PApplet {
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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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*/
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ParticleSystem ps;
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Random generator;
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public void setup() {
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size(640, 200);
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colorMode(RGB, 255, 255, 255, 100);
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// Using a Java random number generator for Gaussian random numbers
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generator = new Random();
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// Create an alpha masked image to be applied as the particle's texture
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PImage msk = loadImage("texture.gif");
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PImage img = new PImage(msk.width,msk.height);
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for (int i = 0; i < img.pixels.length; i++) img.pixels[i] = color(255);
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img.mask(msk);
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ps = new ParticleSystem(0,new Vector3D(width/2,height-20),img);
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smooth();
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}
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public void draw() {
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background(75);
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// Calculate a "wind" force based on mouse horizontal position
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float dx = (mouseX - width/2) / 1000.0f;
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Vector3D wind = new Vector3D(dx,0,0);
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wind.display(width/2,50,500);
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ps.add_force(wind);
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ps.run();
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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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}
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// A simple Particle class, renders the particle as an image
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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 timer;
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PImage img;
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// One constructor
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Particle(Vector3D a, Vector3D v, Vector3D l, PImage img_) {
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acc = a.copy();
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vel = v.copy();
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loc = l.copy();
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timer = 100.0f;
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img = img_;
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}
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// Another constructor (the one we are using here)
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Particle(Vector3D l,PImage img_) {
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acc = new Vector3D(0.0f,0.0f,0.0f);
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float x = (float) generator.nextGaussian()*0.3f;
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float y = (float) generator.nextGaussian()*0.3f - 1.0f;
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vel = new Vector3D(x,y,0);
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loc = l.copy();
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timer = 100.0f;
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img = img_;
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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 apply a force vector to the Particle object
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// Note we are ignoring "mass" here
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public void add_force(Vector3D f) {
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acc.add(f);
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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 -= 2.5f;
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acc.setXY(0,0);
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}
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// Method to display
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public void render() {
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imageMode(CORNER);
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tint(255,timer);
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image(img,loc.x-img.width/2,loc.y-img.height/2);
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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 birthed
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PImage img;
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ParticleSystem(int num, Vector3D v, PImage img_) {
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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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img = img_;
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for (int i = 0; i < num; i++) {
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particles.add(new Particle(origin, img)); // 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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// Method to add a force vector to all particles currently in the system
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public void add_force(Vector3D dir) {
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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.add_force(dir);
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}
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}
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public void addParticle() {
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particles.add(new Particle(origin,img));
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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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}
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public void setXY(float x_, float y_) {
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x = x_;
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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_;
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y = y_;
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z = z_;
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}
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public void setXYZ(Vector3D v) {
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x = v.x;
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y = v.y;
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z = v.z;
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}
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public float magnitude() {
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return (float) Math.sqrt(x*x + y*y + z*z);
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}
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public Vector3D copy() {
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return new Vector3D(x,y,z);
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}
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public Vector3D copy(Vector3D v) {
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return new Vector3D(v.x, v.y,v.z);
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}
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public void add(Vector3D v) {
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x += v.x;
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y += v.y;
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z += v.z;
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}
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public void sub(Vector3D v) {
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x -= v.x;
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y -= v.y;
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z -= v.z;
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}
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public void mult(float n) {
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x *= n;
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y *= n;
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z *= n;
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}
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public void div(float n) {
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x /= n;
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y /= n;
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z /= n;
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}
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/* float dot(Vector3D v) {
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//implement DOT product
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}*/
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/* Vector3D cross(Vector3D v) {
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//implement CROSS product
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}*/
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public void normalize() {
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float m = magnitude();
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if (m > 0) {
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div(m);
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}
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}
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public void limit(float max) {
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if (magnitude() > max) {
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normalize();
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mult(max);
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}
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}
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public float heading2D() {
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float angle = (float) Math.atan2(-y, x);
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return -1*angle;
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}
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public Vector3D add(Vector3D v1, Vector3D v2) {
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Vector3D v = new Vector3D(v1.x + v2.x,v1.y + v2.y, v1.z + v2.z);
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return v;
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}
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public Vector3D sub(Vector3D v1, Vector3D v2) {
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Vector3D v = new Vector3D(v1.x - v2.x,v1.y - v2.y,v1.z - v2.z);
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return v;
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}
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public Vector3D div(Vector3D v1, float n) {
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Vector3D v = new Vector3D(v1.x/n,v1.y/n,v1.z/n);
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return v;
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}
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public Vector3D mult(Vector3D v1, float n) {
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Vector3D v = new Vector3D(v1.x*n,v1.y*n,v1.z*n);
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return v;
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}
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public float distance (Vector3D v1, Vector3D v2) {
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float dx = v1.x - v2.x;
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float dy = v1.y - v2.y;
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float dz = v1.z - v2.z;
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return (float) Math.sqrt(dx*dx + dy*dy + dz*dz);
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}
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public void display(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(heading2D());
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// Calculate length of vector & scale it to be bigger or smaller if necessary
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float len = magnitude()*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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static public void main(String args[]) {
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PApplet.main(new String[] { "SmokeParticleSystem" });
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}
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}
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