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processing4/java/examples/Topics/Simulate/SmokeParticleSystem/SmokeParticleSystem.pde
2013-03-06 16:46:31 -05:00

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/**
* Smoke Particle System
* by Daniel Shiffman.
*
* A basic smoke effect using a particle system. Each particle
* is rendered as an alpha masked image.
*/
// @pjs preload must be used to preload media if the program is
// running with Processing.js
/* @pjs preload="texture.png"; */
ParticleSystem ps;
void setup() {
size(640,360);
PImage img = loadImage("texture.png");
ps = new ParticleSystem(0,new PVector(width/2,height-60),img);
}
void draw() {
background(0);
// Calculate a "wind" force based on mouse horizontal position
float dx = map(mouseX,0,width,-0.2,0.2);
PVector wind = new PVector(dx,0);
ps.applyForce(wind);
ps.run();
for (int i = 0; i < 2; i++) {
ps.addParticle();
}
// Draw an arrow representing the wind force
drawVector(wind, new PVector(width/2,50,0),500);
}
// Renders a vector object 'v' as an arrow and a location 'loc'
void drawVector(PVector v, PVector loc, float scayl) {
pushMatrix();
float arrowsize = 4;
// Translate to location to render vector
translate(loc.x,loc.y);
stroke(255);
// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
rotate(v.heading());
// 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();
}