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// Smoke Particle System
// Daniel Shiffman <http://www.shiffman.net>
ParticleSystem ps;
Random generator;
void setup() {
size(200,200);
framerate(30);
colorMode(RGB,255,255,255,100);
generator = new Random();
// Create an alpha masked image to be applied as the particle's texture
PImage msk = loadImage("texture.gif");
PImage img = new PImage(msk.width,msk.height);
for (int i = 0; i < img.pixels.length; i++) img.pixels[i] = color(255);
img.mask(msk);
ps = new ParticleSystem(0,new Vector3D(width/2,height-20),img);
smooth();
}
void draw() {
background(0);
// Calculate a "wind" force based on mouse horizontal position
float dx = (mouseX - width/2) / 1000.0;
Vector3D wind = new Vector3D(dx,0,0);
ps.add_force(wind);
ps.run();
for (int i = 0; i < 2; i++) {
ps.addParticle();
}
// Draw an arrow representing the wind force
drawVector(wind, new Vector3D(width/2,50,0),500);
}
// Renders a vector object 'v' as an arrow and a location 'loc'
void drawVector(Vector3D v, Vector3D 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.heading2D());
// Calculate length of vector & scale it to be bigger or smaller if necessary
float len = v.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();
}
// A simple Particle class, renders the particle as an image
class Particle {
Vector3D loc;
Vector3D vel;
Vector3D acc;
float timer;
PImage img;
// One constructor
Particle(Vector3D a, Vector3D v, Vector3D l, PImage img_) {
acc = a.copy();
vel = v.copy();
loc = l.copy();
timer = 100.0;
img = img_;
}
// Another constructor (the one we are using here)
Particle(Vector3D l,PImage img_) {
acc = new Vector3D(0.0,0.0,0.0);
float x = (float) generator.nextGaussian()*0.3f;
float y = (float) generator.nextGaussian()*0.3f - 1.0f;
vel = new Vector3D(x,y,0);
loc = l.copy();
timer = 100.0;
img = img_;
}
void run() {
update();
render();
}
// Method to apply a force vector to the Particle object
// Note we are ignoring "mass" here
void add_force(Vector3D f) {
acc.add(f);
}
// Method to update location
void update() {
vel.add(acc);
loc.add(vel);
timer -= 2.5;
acc.setXY(0,0);
}
// Method to display
void render() {
imageMode(CORNER);
tint(255,timer);
image(img,loc.x-img.width/2,loc.y-img.height/2);
}
// Is the particle still useful?
boolean dead() {
if (timer <= 0.0) {
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 birthed
PImage img;
ParticleSystem(int num, Vector3D v, PImage img_) {
particles = new ArrayList(); // Initialize the arraylist
origin = v.copy(); // Store the origin point
img = img_;
for (int i = 0; i < num; i++) {
particles.add(new Particle(origin, img)); // 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);
}
}
}
// Method to add a force vector to all particles currently in the system
void add_force(Vector3D dir) {
for (int i = particles.size()-1; i >= 0; i--) {
Particle p = (Particle) particles.get(i);
p.add_force(dir);
}
}
void addParticle() {
particles.add(new Particle(origin,img));
}
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;
}
}
}
public class Vector3D {
public float x;
public float y;
public 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;
}
void setX(float x_) {
x = x_;
}
void setY(float y_) {
y = y_;
}
void setZ(float z_) {
z = z_;
}
void setXY(float x_, float y_) {
x = x_;
y = y_;
}
void setXYZ(float x_, float y_, float z_) {
x = x_;
y = y_;
z = z_;
}
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;
}
/*public float dot(Vector3D v) {
//implement DOT product
}*/
/*public 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);
}
}
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