72 lines
2.0 KiB
Plaintext
72 lines
2.0 KiB
Plaintext
|
|
import mathematik.*;
|
||
|
|
|
||
|
|
import processing.opengl.*;
|
||
|
|
|
||
|
|
import mathematik.*;
|
||
|
|
|
||
|
|
import teilchen.Particle;
|
||
|
|
import teilchen.Physics;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* this sketch show how to create a particle system with a single particle in it.
|
||
|
|
*/
|
||
|
|
|
||
|
|
Physics mPhysics;
|
||
|
|
|
||
|
|
Particle mParticle;
|
||
|
|
|
||
|
|
void setup() {
|
||
|
|
size(640, 480, OPENGL);
|
||
|
|
smooth();
|
||
|
|
frameRate(30);
|
||
|
|
|
||
|
|
/* create a particle system. */
|
||
|
|
mPhysics = new Physics();
|
||
|
|
|
||
|
|
/*
|
||
|
|
* a physic-based particle system consists of a few components.
|
||
|
|
*
|
||
|
|
* 1 particles.
|
||
|
|
* there are different kinds of particles. for now we use a simple particle.
|
||
|
|
*
|
||
|
|
* 2 forces.
|
||
|
|
* there are all kinds of forces. one of the most obvious force is the gravitational force,
|
||
|
|
* but there all kinds of different forces like attractors and springs. forces usually
|
||
|
|
* affect all particles in the system.
|
||
|
|
*
|
||
|
|
* 3 behaviors
|
||
|
|
* a behavior is special kind of force. it is something like an internal force or a motor
|
||
|
|
* that only affects a single particle. a typical force is for example the 'seek force'
|
||
|
|
* which constantly pulls a particle into a certain direction.
|
||
|
|
*
|
||
|
|
* 4 integrators.
|
||
|
|
* integrators are used to integrate acceleration and velocity to calculate the new position.
|
||
|
|
* the most well-known is the 'euler' integrator, but there are also optimized versions like 'runge-kutta'
|
||
|
|
* or 'Midpoint' or even slightly different concepts like 'verlet'.
|
||
|
|
*
|
||
|
|
*/
|
||
|
|
|
||
|
|
/* create a particle. note that the particle is automatically added to particle system */
|
||
|
|
mParticle = mPhysics.makeParticle();
|
||
|
|
}
|
||
|
|
|
||
|
|
void draw() {
|
||
|
|
/* update the particle system to the next step. usually the time step is the duration of the las frame */
|
||
|
|
final float mDeltaTime = 1.0 / frameRate;
|
||
|
|
mPhysics.step(mDeltaTime);
|
||
|
|
|
||
|
|
/* draw particle */
|
||
|
|
background(255);
|
||
|
|
stroke(0, 127);
|
||
|
|
fill(0, 32);
|
||
|
|
ellipse(mParticle.position().x, mParticle.position().y, 12, 12);
|
||
|
|
|
||
|
|
/* reset particle s position and velocity */
|
||
|
|
if (mousePressed) {
|
||
|
|
mParticle.position().set(mouseX, mouseY);
|
||
|
|
mParticle.velocity().set(mouseX - pmouseX, mouseY - pmouseY);
|
||
|
|
mParticle.velocity().scale(10);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|