Last active
June 22, 2020 18:56
-
-
Save tado/e7af7eda135a09062247 to your computer and use it in GitHub Desktop.
3D Particle for openFrameworks
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
#include "ofApp.h" | |
//-------------------------------------------------------------- | |
void ofApp::setup(){ | |
ofSetFrameRate(60); | |
ofBackground(0); | |
mesh.setMode(OF_PRIMITIVE_POINTS); | |
pressed = false; | |
for (int i = 0; i < num; i++) { | |
particles[i].position = ofVec3f(ofRandom(ofGetWidth()), ofRandom(ofGetHeight()), ofRandom(-ofGetWidth(), ofGetWidth())); | |
particles[i].depth = ofGetWidth(); | |
} | |
} | |
//-------------------------------------------------------------- | |
void ofApp::update(){ | |
mesh.clear(); | |
for (int i = 0; i < num; i++) { | |
if (pressed) { | |
particles[i].addAttractionForce(mouseX, mouseY, 0, ofGetWidth() * 1.5, 1.0); | |
} | |
particles[i].update(); | |
particles[i].throughOffWalls(); | |
mesh.addVertex(ofVec3f(particles[i].position.x, particles[i].position.y, particles[i].position.z)); | |
} | |
} | |
//-------------------------------------------------------------- | |
void ofApp::draw(){ | |
ofSetColor(210); | |
ofEnableBlendMode(OF_BLENDMODE_ADD); | |
static GLfloat distance[] = { 0.0, 0.0, 1.0 }; | |
glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, distance); | |
glPointSize(4000); | |
mesh.draw(); | |
ofDisableBlendMode(); | |
} | |
//-------------------------------------------------------------- | |
void ofApp::keyPressed(int key){ | |
} | |
//-------------------------------------------------------------- | |
void ofApp::keyReleased(int key){ | |
} | |
//-------------------------------------------------------------- | |
void ofApp::mouseMoved(int x, int y ){ | |
} | |
//-------------------------------------------------------------- | |
void ofApp::mouseDragged(int x, int y, int button){ | |
} | |
//-------------------------------------------------------------- | |
void ofApp::mousePressed(int x, int y, int button){ | |
pressed = true; | |
} | |
//-------------------------------------------------------------- | |
void ofApp::mouseReleased(int x, int y, int button){ | |
pressed = false; | |
} | |
//-------------------------------------------------------------- | |
void ofApp::windowResized(int w, int h){ | |
} | |
//-------------------------------------------------------------- | |
void ofApp::gotMessage(ofMessage msg){ | |
} | |
//-------------------------------------------------------------- | |
void ofApp::dragEvent(ofDragInfo dragInfo){ | |
} |
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
#pragma once | |
#include "ofMain.h" | |
#include "ParticleVec3.h" | |
class ofApp : public ofBaseApp{ | |
public: | |
void setup(); | |
void update(); | |
void draw(); | |
void keyPressed(int key); | |
void keyReleased(int key); | |
void mouseMoved(int x, int y ); | |
void mouseDragged(int x, int y, int button); | |
void mousePressed(int x, int y, int button); | |
void mouseReleased(int x, int y, int button); | |
void windowResized(int w, int h); | |
void dragEvent(ofDragInfo dragInfo); | |
void gotMessage(ofMessage msg); | |
static const int num = 50000; | |
ParticleVec3 particles[num]; | |
ofVboMesh mesh; | |
bool pressed; | |
}; |
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
#include "ParticleVec3.h" | |
ParticleVec3::ParticleVec3(){ | |
radius = 5.0; | |
friction = 0.01; | |
mass = 1.0; | |
position.set(ofGetWidth()/2.0, ofGetHeight()/2.0, 0); | |
velocity.set(0, 0, 0); | |
acceleration.set(0, 0, 0); | |
minx = 0; | |
miny = 0; | |
minz = -ofGetHeight(); | |
maxx = ofGetWidth(); | |
maxy = ofGetHeight(); | |
maxz = ofGetHeight(); | |
} | |
void ParticleVec3::update(){ | |
acceleration -= velocity * friction; | |
velocity += acceleration; | |
position += velocity; | |
acceleration.set(0, 0, 0); | |
} | |
void ParticleVec3::draw(){ | |
ofCircle(position.x, position.y, radius); | |
} | |
void ParticleVec3::addForce(ofVec3f _force){ | |
acceleration += _force / mass; | |
} | |
void ParticleVec3::addForce(float forceX, float forceY, float forceZ){ | |
acceleration += ofVec3f(forceX, forceY, forceZ) / mass; | |
} | |
void ParticleVec3::bounceOffWalls(){ | |
if (position.x > maxx){ | |
position.x = maxx; | |
velocity.x *= -1; | |
} | |
if (position.x < minx){ | |
position.x = minx; | |
velocity.x *= -1; | |
} | |
if (position.y > maxy){ | |
position.y = maxy; | |
velocity.y *= -1; | |
} | |
if (position.y < miny){ | |
position.y = miny; | |
velocity.y *= -1; | |
} | |
if (position.z > maxz){ | |
position.z = maxz; | |
velocity.z *= -1; | |
} | |
if (position.z < minz){ | |
position.z = minz; | |
velocity.z *= -1; | |
} | |
} | |
void ParticleVec3::throughOffWalls(){ | |
if (position.x < minx) { | |
position.x = maxx; | |
} | |
if (position.y < miny) { | |
position.y = maxy; | |
} | |
if (position.z < minz) { | |
position.z = maxz; | |
} | |
if (position.x > maxx) { | |
position.x = minx; | |
} | |
if (position.y > maxy) { | |
position.y = miny; | |
} | |
if (position.z > maxz) { | |
position.z = minz; | |
} | |
} | |
void ParticleVec3::resetToRandomPos(){ | |
float minx = 0; | |
float miny = 0; | |
float maxx = ofGetWidth(); | |
float maxy = ofGetHeight(); | |
float maxz = depth; | |
float minz = -depth; | |
if (position.x < minx || position.y < miny || position.z < minz || position.x > maxx || position.y > maxy || position.z > maxz) { | |
position.set(ofRandom(minx, maxx), ofRandom(miny, maxy), ofRandom(minz, maxz)); | |
} | |
} | |
void ParticleVec3::addRepulsionForce(float x, float y, float z, float radius, float scale){ | |
ofVec3f posOfForce; | |
posOfForce.set(x,y,z); | |
ofVec3f diff = position - posOfForce; | |
float length = diff.length(); | |
bool bAmCloseEnough = true; | |
if (radius > 0){ | |
if (length > radius){ | |
bAmCloseEnough = false; | |
} | |
} | |
if (bAmCloseEnough == true){ | |
float pct = 1 - (length / radius); | |
diff.normalize(); | |
acceleration = acceleration + diff * scale * pct; | |
} | |
} | |
void ParticleVec3::addRepulsionForce(ParticleVec3 &p, float radius, float scale){ | |
ofVec3f posOfForce; | |
posOfForce.set(p.position.x, p.position.y, p.position.z); | |
ofVec3f diff = position - posOfForce; | |
float length = diff.length(); | |
bool bAmCloseEnough = true; | |
if (radius > 0){ | |
if (length > radius){ | |
bAmCloseEnough = false; | |
} | |
} | |
if (bAmCloseEnough == true){ | |
float pct = 1 - (length / radius); | |
diff.normalize(); | |
acceleration = acceleration + diff * scale * pct; | |
} | |
} | |
void ParticleVec3::addAttractionForce(float x, float y, float z, float radius, float scale){ | |
ofVec3f posOfForce; | |
posOfForce.set(x,y,z); | |
ofVec3f diff = position - posOfForce; | |
float length = diff.length(); | |
bool bAmCloseEnough = true; | |
if (radius > 0){ | |
if (length > radius){ | |
bAmCloseEnough = false; | |
} | |
} | |
if (bAmCloseEnough == true){ | |
float pct = 1 - (length / radius); | |
diff.normalize(); | |
acceleration = acceleration - diff * scale * pct; | |
} | |
} | |
void ParticleVec3::addAttractionForce(ParticleVec3 &p, float radius, float scale){ | |
ofVec3f posOfForce; | |
posOfForce.set(p.position.x, p.position.y, p.position.z); | |
ofVec3f diff = position - posOfForce; | |
float length = diff.length(); | |
bool bAmCloseEnough = true; | |
if (radius > 0){ | |
if (length > radius){ | |
bAmCloseEnough = false; | |
} | |
} | |
if (bAmCloseEnough == true){ | |
float pct = 1 - (length / radius); | |
diff.normalize(); | |
acceleration = acceleration - diff * scale * pct; | |
} | |
} |
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
#pragma once | |
#include "ofMain.h" | |
class ParticleVec3 { | |
public: | |
ParticleVec3(); | |
void addForce(ofVec3f force); | |
void addForce(float forceX, float forceY, float forceZ); | |
void update(); | |
void draw(); | |
void bounceOffWalls(); | |
void throughOffWalls(); | |
void resetToRandomPos(); | |
void addRepulsionForce(float x, float y, float z, float radius, float scale); | |
void addRepulsionForce(ParticleVec3 &p, float radius, float scale); | |
void addAttractionForce(float x, float y, float z, float radius, float scale); | |
void addAttractionForce(ParticleVec3 &p, float radius, float scale); | |
ofVec3f position; | |
ofVec3f velocity; | |
ofVec3f acceleration; | |
float friction; | |
float radius; | |
bool bFixed; | |
float mass; | |
float depth; | |
float minx, miny, minz; | |
float maxx, maxy, maxz; | |
}; |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment