Initial Commit
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// A simple Particle class, renders the particle as an image
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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 lifespan;
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PImage img;
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Particle(PVector l, PImage img_) {
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acc = new PVector(0, 0);
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float vx = randomGaussian()*0.3;
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float vy = randomGaussian()*0.3 - 1.0;
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vel = new PVector(vx, vy);
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loc = l.copy();
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lifespan = 100.0;
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img = img_;
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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 apply a force vector to the Particle object
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// Note we are ignoring "mass" here
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void applyForce(PVector f) {
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acc.add(f);
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}
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// Method to update position
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void update() {
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vel.add(acc);
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loc.add(vel);
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lifespan -= 2.5;
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acc.mult(0); // clear Acceleration
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}
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// Method to display
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void render() {
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imageMode(CENTER);
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tint(255, lifespan);
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image(img, loc.x, loc.y);
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// Drawing a circle instead
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// fill(255,lifespan);
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// noStroke();
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// ellipse(loc.x,loc.y,img.width,img.height);
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}
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// Is the particle still useful?
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boolean isDead() {
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if (lifespan <= 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 +1,40 @@
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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<Particle> particles; // An arraylist for all the particles
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PVector origin; // An origin point for where particles are birthed
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PImage img;
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ParticleSystem(int num, PVector v, PImage img_) {
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particles = new ArrayList<Particle>(); // 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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void run() {
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for (int i = particles.size()-1; i >= 0; i--) {
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Particle p = particles.get(i);
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p.run();
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if (p.isDead()) {
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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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void applyForce(PVector dir) {
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// Enhanced loop!!!
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for (Particle p : particles) {
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p.applyForce(dir);
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}
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}
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void addParticle() {
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particles.add(new Particle(origin, img));
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}
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}
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@@ -0,0 +1,49 @@
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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. Each particle
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* is rendered as an alpha masked image.
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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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PImage img = loadImage("texture.png");
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ps = new ParticleSystem(0, new PVector(width/2, height-60), img);
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}
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void draw() {
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background(0);
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// Calculate a "wind" force based on mouse horizontal position
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float dx = map(mouseX, 0, width, -0.2, 0.2);
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PVector wind = new PVector(dx, 0);
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ps.applyForce(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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// Draw an arrow representing the wind force
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drawVector(wind, new PVector(width/2, 50, 0), 500);
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}
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// Renders a vector object 'v' as an arrow and a position 'loc'
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void drawVector(PVector v, PVector loc, float scayl) {
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pushMatrix();
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float arrowsize = 4;
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// Translate to position to render vector
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translate(loc.x, loc.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.heading());
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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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