Created
May 31, 2013 01:08
-
-
Save AdmiralPotato/5682387 to your computer and use it in GitHub Desktop.
First stab at a multiple force-field particle system
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
var n = NPos3d, | |
scene = new n.Scene({ | |
globalCompositeOperation: 'lighter' | |
}), | |
particleList = [], | |
forceList = []; | |
var Particle = function(args){ | |
var t = this; | |
args = args || {}; | |
n.blessWith3DBase(t, args); | |
t.index = particleList.length; | |
t.vel = args.vel || [0,0,0]; | |
particleList.push(t); | |
}; | |
Particle.prototype = { | |
shape: new n.Geom.Circle({ | |
segments: 3, | |
radius: 3 | |
}), | |
update: function(){ | |
var t = this; | |
t.pos[0] += t.vel[0]; | |
t.pos[1] += t.vel[1]; | |
t.pos[2] += t.vel[2]; | |
t.rot[2] = Math.atan2(t.vel[1], t.vel[0]); | |
t.color = 'hsl(' + t.getHueFromVelocity() + ', 100%, 50%)'; | |
t.warpToCenter(); | |
t.render(); | |
}, | |
warpToCenter: function(){ | |
var t = this; | |
if( | |
Math.abs(t.pos[0]) > scene.cx || | |
Math.abs(t.pos[1]) > scene.cy | |
){ | |
t.pos[0] = t.pos[1] = 0; | |
} | |
}, | |
getHueFromVelocity: function(){ | |
var t = this, | |
h = (Math.atan2(t.vel[1], -t.vel[0]) + pi) / deg, | |
rounded = Math.round(h * 100) / 100; | |
if(t.index === 0){ | |
//console.log(h, rounded); | |
} | |
return rounded; | |
} | |
}; | |
var forceShape = new n.Geom.Sphere({ | |
radius: 1, | |
order: "xyz" | |
}), | |
fr = 0.1, | |
fspl = forceShape.points.length, | |
fslc = '#fff'; | |
forceShape.points.push( | |
[fr * cos( 0 ), fr * sin( 0 ), 0], | |
[fr * cos(120 * deg), fr * sin(120 * deg), 0], | |
[fr * cos(240 * deg), fr * sin(240 * deg), 0] | |
); | |
forceShape.lines.push( | |
[fspl , fspl + 1, fslc], | |
[fspl + 1, fspl + 2, fslc], | |
[fspl + 2, fspl , fslc] | |
); | |
var Force = function(args){ | |
var t = this; | |
args = args || {}; | |
n.blessWith3DBase(t, args); | |
t.index = forceList.length; | |
t.radius = args.radius || 80; | |
t.phaze = 0; | |
t.charge = args.charge !== undefined ? args.charge : 1; | |
forceList.push(t); | |
}; | |
Force.prototype = { | |
color: 'rgba(191,0,255,0.2)', | |
shape: forceShape, | |
update: function(){ | |
var t = this; | |
t.phaze += 1; | |
//t.radius += cos(deg * t.phaze) * 0.5; | |
t.scale[0] = t.scale[1] = t.scale[2] = t.radius; | |
t.rot[2] += deg; | |
t.render(); | |
} | |
}; | |
var forceApplicator = { | |
update: function(){ | |
var forceNum = forceList.length, | |
forceIndex, | |
force, | |
particleNum = particleList.length, | |
particleIndex, | |
particle, | |
posDiff, | |
distance, | |
distanceRadiusDiff, | |
m = n.Maths; | |
for(forceIndex = 0; forceIndex < forceNum; forceIndex += 1){ | |
force = forceList[forceIndex]; | |
for(particleIndex = 0; particleIndex < particleNum; particleIndex += 1){ | |
particle = particleList[particleIndex]; | |
posDiff = [ | |
force.pos[0] - particle.pos[0], | |
force.pos[1] - particle.pos[1], | |
force.pos[2] - particle.pos[2] | |
]; | |
distance = Math.sqrt( | |
m.square(posDiff[0]) + | |
m.square(posDiff[1]) + | |
m.square(posDiff[2]) | |
); | |
distanceRadiusDiff = 1 - (distance / force.radius); | |
if(particle.index === 0){ | |
//log(distance, distanceRadiusDiff); | |
} | |
if(distanceRadiusDiff > 0){ | |
particle.vel[0] += force.charge * posDiff[0] * distanceRadiusDiff * 0.005; | |
particle.vel[1] += force.charge * posDiff[1] * distanceRadiusDiff * 0.005; | |
particle.vel[2] += force.charge * posDiff[2] * distanceRadiusDiff * 0.005; | |
} | |
} | |
} | |
} | |
}; | |
scene.add(forceApplicator); | |
var myParticle, i, vx, vy, vz, phi, cosTheta, theta, radius; | |
for(i = 0; i < 160; i += 1){ | |
//maths from here: http://stackoverflow.com/questions/5408276/python-uniform-spherical-distribution | |
phi = Math.random() * tau; | |
cosTheta = (Math.random() * 2) -1; | |
theta = Math.acos(cosTheta); | |
radius = Math.sqrt(Math.random()); | |
vx = radius * sin(theta) * cos(phi); | |
vy = radius * sin(theta) * sin(phi); | |
vz = radius * cos(theta); | |
myParticle = new Particle({ | |
vel: [ | |
//1, 0, 0 | |
vx, | |
vy, | |
0//vz | |
] | |
}); | |
scene.add(myParticle); | |
} | |
var forceNum = 12, | |
forceFrac = tau / forceNum, | |
forceDistance = 150, | |
forceAngle, | |
force, x, y; | |
for(i = 0; i < forceNum; i += 1){ | |
forceAngle = forceFrac * i; | |
x = cos(forceAngle) * (forceDistance * (i / forceNum) + 50); | |
y = sin(forceAngle) * (forceDistance * (i / forceNum) + 50); | |
force = new Force({ | |
radius: 10 * i + 50, | |
pos: [ | |
x, | |
y, | |
0 | |
] | |
}); | |
scene.add(force); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment