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2065 lines
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HTML
2065 lines
128 KiB
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<BODY lang=EN-US link=blue style="tab-interval: .5in" vLink=purple>
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<DIV class=Section1>
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<H1 align=center style="TEXT-ALIGN: center">Documentation for the Particle
|
||
System API</H1>
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||
<P align=center class=MsoNormal style="TEXT-ALIGN: center">By David K.
|
||
McAllister</P>
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<P align=center class=MsoNormal style="TEXT-ALIGN: center"><A
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||
href="mailto:davemc@cs.unc.edu">davemc@cs.un<SPAN
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||
style="mso-bookmark: _Hlt423319854">c</SPAN>.edu</A><![if !supportNestedAnchors]><A
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||
name=_Hlt423319854></A><![endif]></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center">Version 1.20</P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center">November 12, 1999</P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><![if !supportEmptyParas]><![endif]> <o:p></o:p></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
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||
style="mso-bidi-font-weight: normal">The home page of the Particle System API is
|
||
<A href="http://www.cs.unc.edu/~davemc/Particle"><SPAN
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||
style="FONT-WEIGHT: normal">http://www.cs.unc.edu/~davemc/Particle</SPAN></A><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal">Check back occasionally for new versions
|
||
and other new developments.<o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P align=center class=MsoNormal style="TEXT-ALIGN: center"><B
|
||
style="mso-bidi-font-weight: normal"><![if !supportEmptyParas]> <![endif]><o:p></o:p></B></P>
|
||
<P class=MsoBodyText2>The Particle System API may be freely distributed in its
|
||
original distribution form and used for non-commercial purposes. For commercial
|
||
licensing, please contact <A
|
||
href="mailto:davemc@cs.unc.edu">davemc@cs.unc.edu</A> .</P>
|
||
<H1>Introduction</H1>
|
||
<P class=MsoNormal>The Particle System Application Programmer Interface (API) is
|
||
a set of functions that allow C++ programs to simulate the dynamics of
|
||
particles. The Particle System API is intended for special effects in
|
||
interactive and non-interactive graphics applications, not for scientific
|
||
simulation, although principles of Newtonian physics have been used to implement
|
||
the particle dynamics where applicable. The style of the API is intended to be
|
||
similar to that of OpenGL (from Silicon Graphics, Inc. and the OpenGL
|
||
Architecture Review Board). OpenGL is currently the standard 3D graphics API
|
||
because of its cleanness, clarity, and ability to represent a variety of
|
||
graphics hardware while completely abstracting the hardware away from the
|
||
application programmer.</P>
|
||
<P class=MsoNormal>This API consists of four sets of functions. These are calls
|
||
that set the current state of the library, calls that act on groups of particles
|
||
(these functions are called Actions), calls that operate on and manage particle
|
||
groups, and calls that create and operate on action lists. The documentation is
|
||
divided into four sections for the four kinds of functions.</P>
|
||
<H3>Particles</H3>
|
||
<P class=MsoNormal>For the purposes of the Particle System API, a particle is
|
||
not just a very tiny speck. Particles can be drawn as anything - water droplets,
|
||
birds, tumbleweeds, even people. The Particle System API is generally useful for
|
||
operating on many similar objects that all move and change according to the same
|
||
basic rules, no matter what the objects and rules are.</P>
|
||
<P class=MsoNormal>A particle in the abstract sense used by the API is merely an
|
||
entity with a small set of attributes such as position and color that ultimately
|
||
dictate the particle's behavior and appearance. Here are the particle
|
||
attributes: The position, represented as three floats, tells where the particle
|
||
is. The color is represented as three floats. The velocity consists of three
|
||
floats telling the direction and speed (velocity vector) of the particle's
|
||
movement. The size is three floats representing how large the particle is for
|
||
purposes of drawing. At present, the size attribute does not affect the
|
||
particle's behavior (under gravity, for example), and should not be interpreted
|
||
as mass in particle physics equations. The size also does not indicate how close
|
||
the particle is to other particles or surfaces. It is only a drawing attribute.
|
||
The age attribute is one float representing the amount of time since the
|
||
particle's creation. The secondary position, or <I
|
||
style="mso-bidi-font-style: normal">positionB</I> attribute, specifies another
|
||
position in space for this particle. It usually represents the particle's
|
||
initial position, or the particle's destination. See <B
|
||
style="mso-bidi-font-weight: normal">pRestore</B> for a use of <I
|
||
style="mso-bidi-font-style: normal">positionB</I>. </P>
|
||
<H3>Particle Groups</H3>
|
||
<P class=MsoNormal>A particle group is a system of particles that are all acted
|
||
on together. </P>
|
||
<P class=MsoNormal>It can be considered a dynamic geometric object. </P>
|
||
<P class=MsoNormal>The dynamics are provided by the particle actions. From the
|
||
point of view of the graphics system, a particle group is just another model to
|
||
be drawn. The Particle Groups section of the documentation explains the
|
||
functions that create and deal with particle groups.</P>
|
||
<H3>State</H3>
|
||
<P class=MsoNormal>As in OpenGL, some calls actually do something and some calls
|
||
modify the current settings (the current state) that describe the behavior of
|
||
the calls that do something. Each of the following calls modifies the current
|
||
state of the Particle System API. Most elements of the current state are used to
|
||
specify attributes of particles to be created. </P>
|
||
<H3>Actions</H3>
|
||
<P class=MsoNormal>Actions are the core of the Particle System API. They are the
|
||
functions in the API that directly manipulate particles in particle groups. They
|
||
perform effects such as gravity, explosions, bouncing, etc. to all particles in
|
||
the current particle group. A program typically creates and initializes one or
|
||
more particle groups, then at run time it calls particle actions to animate the
|
||
particles and finally calls a <B
|
||
style="mso-bidi-font-weight: normal">pDrawGroup</B> function to draw the group
|
||
of particles onto the screen.</P>
|
||
<P class=MsoNormal>The Particle System API uses a discrete time approximation to
|
||
all actions. See <B style="mso-bidi-font-weight: normal">pTimeStep</B> for
|
||
information on improving simulation quality by varying the time step, <I
|
||
style="mso-bidi-font-style: normal">dt</I>.</P>
|
||
<H3>Action Lists</H3>
|
||
<P class=MsoNormal>Action lists are blocks of actions that are applied together
|
||
to a particle group. They are conceptually similar to scripts or procedures.
|
||
They can also be thought of as similar to display lists in OpenGL. An action
|
||
list abstracts the specifics of a particular effect and allows complex effects
|
||
to be treated as primitives like actions (except that an action list cannot be
|
||
an action within another action list). Action lists also allow effects to be
|
||
simulated much more efficiently on certain parallel machines, such as PixelFlow.
|
||
Also, action lists can be optimized by a particular implementation of the
|
||
Particle System API. For example, common sequences of actions can be detected
|
||
and replaced by efficient code that handles all those actions in one pass.</P>
|
||
<H3>Domains</H3>
|
||
<P class=MsoNormal>A Domain is a representation of a region of space. For
|
||
example, the <B style="mso-bidi-font-weight: normal">pSource</B> action uses a
|
||
domain to describe the volume in which a particle's random initial position will
|
||
be. The <B style="mso-bidi-font-weight: normal">pSink</B> and <B
|
||
style="mso-bidi-font-weight: normal">pBounce</B> actions use domains to describe
|
||
a volume in space for particles to die when they enter, or to bounce off,
|
||
respectively. Domains are used as parameters to many functions within the API.
|
||
See the <U>Domains</U> section of this document for more.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>Many functions in the Particle System API take arguments with
|
||
default values. This is a feature of C++ that may be new to many people. For
|
||
example, in <B style="mso-bidi-font-weight: normal">pColor</B>(float <I
|
||
style="mso-bidi-font-style: normal">r</I>, float <I
|
||
style="mso-bidi-font-style: normal">g</I>, float <I
|
||
style="mso-bidi-font-style: normal">b</I>, float <I
|
||
style="mso-bidi-font-style: normal">alpha</I> = 1.0f), the parameter <I
|
||
style="mso-bidi-font-style: normal">alpha </I>has a default value of 1.0. This
|
||
means that <B style="mso-bidi-font-weight: normal">pColor</B> can be called with
|
||
either three parameters or four. When called with four, the parameters are the
|
||
values for <I style="mso-bidi-font-style: normal">r, g, b</I> and <I
|
||
style="mso-bidi-font-style: normal">alpha</I>. When called with three
|
||
parameters, they are the values of <I style="mso-bidi-font-style: normal">r, g,
|
||
</I>and<I style="mso-bidi-font-style: normal"> b</I>. The value of <I
|
||
style="mso-bidi-font-style: normal">alpha </I>in such a function call is the
|
||
default value, 1.0. Only parameters starting with the right-hand end of the
|
||
parameter list can have default values specified. Likewise, when calling
|
||
functions that have default values for parameters at the end of the list, all
|
||
values specified will be applied to parameters starting with the left. This
|
||
means that there is no way to specify a value for a parameter at the end of the
|
||
list without specifying values for all parameters to its left.</P>
|
||
<H1>State Setting Calls</H1>
|
||
<P class=MsoNormal>This is a description of all calls that set the current state
|
||
of the Particle System API. With the exception of <B
|
||
style="mso-bidi-font-weight: normal">pTimeStep </B>these state values dictate
|
||
the properties of particles to be created by <B
|
||
style="mso-bidi-font-weight: normal">pSource</B> or <B
|
||
style="mso-bidi-font-weight: normal">pVertex</B>.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>When particles are created within a <B
|
||
style="mso-bidi-font-weight: normal">pNewActionList</B> / <B
|
||
style="mso-bidi-font-weight: normal">pEndActionList</B> block, they will receive
|
||
attributes from the state that was current when the action list was created.
|
||
When in immediate mode (not creating or calling an action list), particles are
|
||
created with attributes from the current state.</P>
|
||
<P class=Note>The initial color domain, modifiable by <B
|
||
style="mso-bidi-font-weight: normal">pColor</B>, is: <B
|
||
style="mso-bidi-font-weight: normal">PDPoint</B>, 1.0, 1.0, 1.0, that is, white.
|
||
The initial alpha value is 1.0.</P>
|
||
<P class=Note>The initial velocity domain, modifiable by <B
|
||
style="mso-bidi-font-weight: normal">pVelocity</B>, is: <B
|
||
style="mso-bidi-font-weight: normal">PDPoint</B>, 0.0, 0.0, 0.0, or no
|
||
velocity.</P>
|
||
<P class=Note>The initial positionB domain, modifiable by <B
|
||
style="mso-bidi-font-weight: normal">pVertexB</B>, is: <B
|
||
style="mso-bidi-font-weight: normal">PDPoint</B>, 0.0, 0.0, 0.0.</P>
|
||
<P class=Note>However positionB is initially set to track particle position.</P>
|
||
<P class=Note>The initial size domain, modifiable by <B
|
||
style="mso-bidi-font-weight: normal">pSize</B>, is: <B
|
||
style="mso-bidi-font-weight: normal">PDPoint</B>, 1.0, 1.0, 1.0, or a unit
|
||
cube.</P>
|
||
<P class=Note>The initial starting age, modifiable by <B
|
||
style="mso-bidi-font-weight: normal">pStartingAge</B>, is 0.0 with standard
|
||
deviation 0.0.</P>
|
||
<P class=FuncProto>void <B style="mso-bidi-font-weight: normal">pColor</B>(float
|
||
<I style="mso-bidi-font-style: normal">red</I>, float <I
|
||
style="mso-bidi-font-style: normal">green</I>, float <I
|
||
style="mso-bidi-font-style: normal">blue</I>, float <I
|
||
style="mso-bidi-font-style: normal">alpha</I> = 1.0f)</P>
|
||
<P class=Description>Specify the color of new particles.</P>
|
||
<P class=MsoNormal>All new particles will have the color <I
|
||
style="mso-bidi-font-style: normal">red, green, blue, alpha</I>. This is a
|
||
special case of <B style="mso-bidi-font-weight: normal">pColorD</B>.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>See the documentation of Domains for a discussion of color spaces
|
||
in the Particle System API.</P>
|
||
<P class=Note>If rendering is to be done by a method other than the <B
|
||
style="mso-bidi-font-weight: normal">pDrawGroup</B> calls, the particle color
|
||
does not necessarily need to be used to represent color. It can be interpreted
|
||
as an arbitrary three-vector.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pColorD</B>(float <I
|
||
style="mso-bidi-font-style: normal">alpha</I>, <B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B> <I
|
||
style="mso-bidi-font-style: normal">dtype</I>, float <I
|
||
style="mso-bidi-font-style: normal">a0</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a1</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a2</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a3</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a4</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a5</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a6</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a7</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a8</I> = 0.0f)</P>
|
||
<P class=Description>Specify the color domain of new particles.</P>
|
||
<P class=MsoNormal>All new particles will have a color chosen randomly from
|
||
within the specified domain and will have an alpha value (usually used for
|
||
transparency) of <I style="mso-bidi-font-style: normal">alpha</I>.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>See the documentation of Domains for an explanation of the other
|
||
arguments.</P>
|
||
<P class=FuncProto>void <B style="mso-bidi-font-weight: normal">pSize</B>(float
|
||
<I style="mso-bidi-font-style: normal">size_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">size_y</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">size_z</I> = 0.0f)</P>
|
||
<P class=Description>Specify the size of new particles.</P>
|
||
<P class=MsoNormal>All new particles will have a size of <I
|
||
style="mso-bidi-font-style: normal">size</I>. The size values may be negative.
|
||
This is a special case of <B
|
||
style="mso-bidi-font-weight: normal">pSizeD</B>.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>The size does not affect any particle dynamics, including
|
||
acceleration and bouncing. It is merely a triple of rendering attributes, like
|
||
color, and can be interpreted at the whim of the application programmer (that<61>s
|
||
you). In particular, the three components do not need to be used together as
|
||
three dimensions of the particle<6C>s size. For example, one could be interpreted
|
||
as radius, another as length, and another as density.</P>
|
||
<P class=Note>The definition of this call has changed because it is now a
|
||
special case of <B style="mso-bidi-font-weight: normal">pSizeD</B>.</P>
|
||
<P class=FuncProto style="MARGIN-LEFT: 0in; TEXT-INDENT: 0in">void <B
|
||
style="mso-bidi-font-weight: normal">pSizeD</B>(<B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B> <I
|
||
style="mso-bidi-font-style: normal">dtype</I>, float <I
|
||
style="mso-bidi-font-style: normal">a0</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a1</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a2</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a3</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a4</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a5</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a6</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a7</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a8</I> = 0.0f)</P>
|
||
<P class=Description>Specify the size domain of new particles.</P>
|
||
<P class=MsoNormal>All new particles will have a size chosen randomly from
|
||
within the specified domain. The size values may be negative.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>The size does not affect any particle dynamics, including
|
||
acceleration and bouncing. It is merely a triple of rendering attributes, like
|
||
color, and can be interpreted at the whim of the application programmer (that<61>s
|
||
you). In particular, the three components do not need to be used together as
|
||
three dimensions of the particle<6C>s size. For example, one could be interpreted
|
||
as radius, another as length, and another as density.</P>
|
||
<P class=Note>See the documentation of Domains for an explanation of the other
|
||
arguments.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pStartingAge</B>(float <I
|
||
style="mso-bidi-font-style: normal">age</I>, float <I
|
||
style="mso-bidi-font-style: normal">stdev</I> = 0.0f)</P>
|
||
<P class=Description>Specify the initial age of new particles.</P>
|
||
<P class=MsoNormal>The value <I style="mso-bidi-font-style: normal">age</I> can
|
||
be positive, zero, or negative. Giving particles different starting ages allows
|
||
<B style="mso-bidi-font-weight: normal">pKillOld</B> to distinguish between
|
||
which to kill in interesting ways. Setting <I
|
||
style="mso-bidi-font-style: normal">stdev</I> to a non-zero value will give the
|
||
particles an initial age with a normal distribution with mean <I
|
||
style="mso-bidi-font-style: normal">age</I> and standard deviation <I
|
||
style="mso-bidi-font-style: normal">stdev</I>. When many particles are created
|
||
at once this allows a few particles to die at each time step, yielding a more
|
||
natural effect.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pTimeStep</B>(float <I
|
||
style="mso-bidi-font-style: normal">newDT</I>)</P>
|
||
<P class=Description>Specify the time step length.</P>
|
||
<P class=MsoNormal>The Particle System API uses a discrete time approximation to
|
||
all actions. This means that actions are applied to the particles at a
|
||
particular instant in time as if the action's effect accumulated over a small
|
||
time interval, <I style="mso-bidi-font-style: normal">dt</I>, with the world
|
||
being constant over the interval. The clock is then "ticked" by the length of
|
||
the interval and the actions can then be reapplied with the particles having
|
||
their updated values. This is the standard method of doing almost all
|
||
time-varying simulations in computer science.</P>
|
||
<P class=MsoNormal>How does the time step, <I
|
||
style="mso-bidi-font-style: normal">dt</I>, relate to the application's frame
|
||
rate? The easiest method is to apply the actions once per frame. If the
|
||
application prefers to keep time in terms of seconds, <I
|
||
style="mso-bidi-font-style: normal">dt</I> can be set to (1 /
|
||
frames_per_second). But more often, it is easier for a time unit to be one frame
|
||
instead of one second. In this case, <I
|
||
style="mso-bidi-font-style: normal">dt</I> should be 1.0, which is the
|
||
default.</P>
|
||
<P class=MsoNormal>For higher quality, the application can apply particle
|
||
actions more than once per frame. This provides smoother, more realistic results
|
||
in many subtle ways. Suppose the application wanted to compute three animation
|
||
steps for each rendered frame. Set <I style="mso-bidi-font-style: normal">dt</I>
|
||
to 1/3 its previous value using <B
|
||
style="mso-bidi-font-weight: normal">pTimeStep</B>, then loop three times over
|
||
all the action code that gets executed per frame, including the calls to <B
|
||
style="mso-bidi-font-weight: normal">pMove</B>. If using action lists, this can
|
||
be simply a loop over the <B
|
||
style="mso-bidi-font-weight: normal">pCallActionList</B> call. The run-time
|
||
results should be about the same, but with fewer discrete approximation
|
||
artifacts. Surprisingly enough, the actions themselves usually take a small
|
||
percentage of the CPU time, so using a finer step size usually does not impact
|
||
frame rate very much.</P>
|
||
<P class=MsoNormal>In terms of numerical integration, particle actions can be
|
||
thought of as the first derivative of unknown functions dictating the particle
|
||
attributes (such as position) over time. In order to compute the particle
|
||
attributes these derivative functions must be integrated. Since closed form
|
||
integration doesn't make sense for most actions, Euler's method is used instead.
|
||
Euler's method is simply the method just described <20> the evaluation of the
|
||
derivative functions at a particular time and then incrementing the current
|
||
particle values by these derivative results times <I
|
||
style="mso-bidi-font-style: normal">dt</I>. In Euler's method, the smaller the
|
||
<I style="mso-bidi-font-style: normal">dt</I>, the more accurate the
|
||
results.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>Unlike with other state setting calls, action lists execute using
|
||
the current <I style="mso-bidi-font-style: normal">dt</I> value set by <B
|
||
style="mso-bidi-font-weight: normal">pTimeStep</B>, rather than the time step
|
||
value that was current when the action list was created. Making action lists
|
||
independent of time step size allows the time step to be changed without
|
||
recompiling the action list.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pVelocity</B>(float <I
|
||
style="mso-bidi-font-style: normal">x</I>, float <I
|
||
style="mso-bidi-font-style: normal">y</I>, float <I
|
||
style="mso-bidi-font-style: normal">z</I>)</P>
|
||
<P class=Description>Specify the initial velocity of new particles.</P>
|
||
<P class=MsoNormal>This is shorthand for <B
|
||
style="mso-bidi-font-weight: normal">pVelocityD</B>(<B
|
||
style="mso-bidi-font-weight: normal">PDPoint, </B><I
|
||
style="mso-bidi-font-style: normal">x</I>, <I
|
||
style="mso-bidi-font-style: normal">y</I>, <I
|
||
style="mso-bidi-font-style: normal">z</I>).</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pVelocityD</B>(<B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B> <I
|
||
style="mso-bidi-font-style: normal">dtype</I>, float <I
|
||
style="mso-bidi-font-style: normal">a0</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a1</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a2</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a3</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a4</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a5</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a6</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a7</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a8</I> = 0.0f)</P>
|
||
<P class=Description>Specify the initial velocity domain of new particles.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>See the documentation of Domains for an explanation of the other
|
||
arguments.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pVertexB</B>(float <I
|
||
style="mso-bidi-font-style: normal">x</I>, float <I
|
||
style="mso-bidi-font-style: normal">y</I>, float <I
|
||
style="mso-bidi-font-style: normal">z</I>)</P>
|
||
<P class=Description>Specify the secondary position of new particles.</P>
|
||
<P class=MsoNormal>This is shorthand for <B
|
||
style="mso-bidi-font-weight: normal">pVertexBD</B>(<B
|
||
style="mso-bidi-font-weight: normal">PDPoint</B>, <I
|
||
style="mso-bidi-font-style: normal">x</I>, <I
|
||
style="mso-bidi-font-style: normal">y</I>, <I
|
||
style="mso-bidi-font-style: normal">z</I>).</P>
|
||
<P class=FuncProto>void <B style="mso-bidi-font-weight: normal">pVertexBD</B>(<B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B> <I
|
||
style="mso-bidi-font-style: normal">dtype</I>, float <I
|
||
style="mso-bidi-font-style: normal">a0</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a1</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a2</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a3</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a4</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a5</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a6</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a7</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a8</I> = 0.0f)</P>
|
||
<P class=Description>Specify the secondary position domain of new particles.</P>
|
||
<P class=MsoNormal>Set the domain from which the <I
|
||
style="mso-bidi-font-style: normal">positionB</I> of each particle will be
|
||
randomly chosen when it is created. But if <B
|
||
style="mso-bidi-font-weight: normal">pVertexBTracks</B> is set to true (the
|
||
default), then the <I style="mso-bidi-font-style: normal">positionB</I> will
|
||
instead be the same as the initial particle position.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>See the documentation of Domains for an explanation of the other
|
||
arguments.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pVertexBTracks</B>(bool <I
|
||
style="mso-bidi-font-style: normal">doCopy</I>)</P>
|
||
<P class=Description>Specify how the secondary position of each new particle is
|
||
chosen.</P>
|
||
<P class=MsoNormal>Specify how the <I
|
||
style="mso-bidi-font-style: normal">positionB</I> of each new particle emitted
|
||
will be chosen. The positionB is the destination position or initial position of
|
||
particles. See <B style="mso-bidi-font-weight: normal">pRestore</B> for a use of
|
||
positionB.</P>
|
||
<P class=MsoNormal>If <I style="mso-bidi-font-style: normal">doCopy</I> is true
|
||
then when a particle is created its <I
|
||
style="mso-bidi-font-style: normal">positionB</I> will be the same as its
|
||
initial particle position (the default).</P>
|
||
<P class=MsoNormal>If <I style="mso-bidi-font-style: normal">doCopy</I> is false
|
||
then when a particle is created its <I
|
||
style="mso-bidi-font-style: normal">positionB</I> will be chosen from the <I
|
||
style="mso-bidi-font-style: normal">VertexB</I> domain.</P>
|
||
<H1>Actions</H1>
|
||
<P class=MsoPlainText><SPAN style="FONT-FAMILY: 'Times New Roman'">Actions
|
||
modify the position, color, velocity, size, age, and secondary position and
|
||
velocity of particles. All actions apply to the current particle group, as set
|
||
by <B
|
||
style="mso-bidi-font-weight: normal">pCurrentGroup</B>.<o:p></o:p></SPAN></P>
|
||
<P class=MsoPlainText><SPAN style="FONT-FAMILY: 'Times New Roman'">Remember that
|
||
the amount of effect of an action call depends on the time step size, <I
|
||
style="mso-bidi-font-style: normal">dt</I>, as set by <B
|
||
style="mso-bidi-font-weight: normal">pTimeStep</B>. See <B
|
||
style="mso-bidi-font-weight: normal">pTimeStep</B> for an explanation of time
|
||
steps.<o:p></o:p></SPAN></P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>Some functions have parameters with a default value of P_EPS.
|
||
P_EPS is a very small floating point constant that is most often used as the
|
||
default value of the <I style="mso-bidi-font-style: normal">epsilon</I>
|
||
parameter to actions whose influence on a particle is relative to the inverse
|
||
square of its distance from something. If that distance is very small, the
|
||
amount of influence approaches infinity. Since all actions are computed using
|
||
Euler's method, this can cause unsatisfying results in which particles are
|
||
accelerated way too much. So this <I
|
||
style="mso-bidi-font-style: normal">epsilon</I> parameter is added to the
|
||
distance before taking its inverse square, thus keeping the acceleration within
|
||
reasonable limits. By varying <I
|
||
style="mso-bidi-font-style: normal">epsilon</I>, you specify what is reasonable.
|
||
Larger <I style="mso-bidi-font-style: normal">epsilon</I> make particles
|
||
accelerate less.</P>
|
||
<P class=FuncProto>void <B style="mso-bidi-font-weight: normal">pAvoid</B>(float
|
||
<I style="mso-bidi-font-style: normal">magnitude</I>, float <I
|
||
style="mso-bidi-font-style: normal">epsilon</I>, float <I
|
||
style="mso-bidi-font-style: normal">look_ahead</I>, <B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B> <I
|
||
style="mso-bidi-font-style: normal">dtype</I>, float <I
|
||
style="mso-bidi-font-style: normal">a0</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a1</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a2</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a3</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a4</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a5</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a6</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a7</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a8</I> = 0.0f)</P>
|
||
<P class=Description>Steer particles away from a domain of space.</P>
|
||
<P class=MsoNormal>Particles are tested to see whether they will pass from being
|
||
outside the specified domain to being inside it within <I
|
||
style="mso-bidi-font-style: normal">look_ahead</I> time units from now if the
|
||
next <B style="mso-bidi-font-weight: normal">pMove</B> action were to occur now.
|
||
<I style="mso-bidi-font-style: normal">magnitude</I> tells how drastically the
|
||
particle velocities are modified to avoid the obstacle at each time step. As
|
||
with most acceleration actions, the amount of acceleration falls off inversely
|
||
with <I style="mso-bidi-font-style: normal">r<SUP>2</SUP></I>. But when <I
|
||
style="mso-bidi-font-style: normal">r</I> is small, the acceleration would be
|
||
infinite, so <I style="mso-bidi-font-style: normal">epsilon</I> is always added
|
||
to <I style="mso-bidi-font-style: normal">r</I>.</P>
|
||
<P class=MsoNormal>The specific direction and amount of turn is dependent on the
|
||
kind of domain being avoided.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>At present the only domains for which <B
|
||
style="mso-bidi-font-weight: normal">pAvoid</B> is implemented are <B
|
||
style="mso-bidi-font-weight: normal">PDSphere</B>,<B
|
||
style="mso-bidi-font-weight: normal"> PDRectangle, PDTriangle, PDDisc</B> and <B
|
||
style="mso-bidi-font-weight: normal">PDPlane</B>.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pBounce</B>(float <I
|
||
style="mso-bidi-font-style: normal">friction</I>, float <I
|
||
style="mso-bidi-font-style: normal">resilience</I>, float <I
|
||
style="mso-bidi-font-style: normal">cutoff</I>, <B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B> <I
|
||
style="mso-bidi-font-style: normal">dtype</I>, float <I
|
||
style="mso-bidi-font-style: normal">a0</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a1</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a2</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a3</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a4</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a5</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a6</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a7</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a8</I> = 0.0f)</P>
|
||
<P class=Description>Bounce particles off a domain of space.</P>
|
||
<P class=MsoNormal>Particles are tested to see whether they will pass from being
|
||
outside the specified domain to being inside it if the next <B
|
||
style="mso-bidi-font-weight: normal">pMove</B> action were to occur now. If they
|
||
would pass through the surface of the domain, they are instead bounced off it.
|
||
That is, their velocity vector is decomposed into components normal to the
|
||
surface and tangent to the surface. The direction of the normal component is
|
||
reversed, and the components are recomposed into a new velocity heading away
|
||
from the surface.</P>
|
||
<P class=MsoNormal>The normal component is multiplied by the <I
|
||
style="mso-bidi-font-style: normal">resilience</I> parameter and the tangential
|
||
component, if its magnitude is greater than <I
|
||
style="mso-bidi-font-style: normal">cutoff</I>, is multiplied by (1 - the <I
|
||
style="mso-bidi-font-style: normal">friction</I> parameter) when being composed
|
||
into the new velocity vector.</P>
|
||
<P class=MsoNormal>The <I style="mso-bidi-font-style: normal">cutoff</I>
|
||
parameter can allow particles to glide smoothly along a surface without
|
||
sticking.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>Since particles are tested to see whether they would pass through
|
||
the domain if <B style="mso-bidi-font-weight: normal">pMove</B> were called now,
|
||
it is best to have <B style="mso-bidi-font-weight: normal">pBounce</B> be the
|
||
last action that modifies a particle's velocity before calling <B
|
||
style="mso-bidi-font-weight: normal">pMove</B>. Also, actions such as <B
|
||
style="mso-bidi-font-weight: normal">pRandomDisplace</B> and <B
|
||
style="mso-bidi-font-weight: normal">pVortex</B> that modify a particle's
|
||
position directly, rather than modifying its velocity vector, may yield
|
||
unsatisfying results when used with <B
|
||
style="mso-bidi-font-weight: normal">pBounce</B>.</P>
|
||
<P class=Note>At present the only domains for which <B
|
||
style="mso-bidi-font-weight: normal">pBounce</B> is implemented are <B
|
||
style="mso-bidi-font-weight: normal">PDSphere</B>,<B
|
||
style="mso-bidi-font-weight: normal"> PDRectangle, DTriangle, PDDisc</B> and <B
|
||
style="mso-bidi-font-weight: normal">PDPlane</B>. For spheres, the particle is
|
||
always forced out of the sphere. For planes, triangles and discs, the particles
|
||
bounce off either side of the surface. For rectangles, particles bounce off
|
||
either side of the diamond-shaped patch whose corners are <I
|
||
style="mso-bidi-font-style: normal">o</I>, <I
|
||
style="mso-bidi-font-style: normal">o</I>+<I
|
||
style="mso-bidi-font-style: normal">u</I>, <I
|
||
style="mso-bidi-font-style: normal">o</I>+<I
|
||
style="mso-bidi-font-style: normal">u</I>+<I
|
||
style="mso-bidi-font-style: normal">v</I>, and <I
|
||
style="mso-bidi-font-style: normal">o</I>+<I
|
||
style="mso-bidi-font-style: normal">v</I>. See the documentation on domains for
|
||
an explanation.</P>
|
||
<P class=Note>See the documentation of Domains for an explanation of the other
|
||
arguments.</P>
|
||
<P class=Note><B style="mso-bidi-font-weight: normal">pBounce</B> doesn't work
|
||
correctly with small time step sizes for particle sliding along a surface. The
|
||
<I style="mso-bidi-font-style: normal">friction</I> and <I
|
||
style="mso-bidi-font-style: normal">resilience</I> parameters should not be
|
||
scaled by <I style="mso-bidi-font-style: normal">dt</I>, since a bounce happens
|
||
instantaneously. On the other hand, they should be scaled by <I
|
||
style="mso-bidi-font-style: normal">dt</I> because particles sliding along a
|
||
surface will hit more often if <I style="mso-bidi-font-style: normal">dt</I> is
|
||
smaller. If you have any suggestions, let me know.</P>
|
||
<P class=MsoNormal><![if !supportEmptyParas]><![endif]> <o:p></o:p></P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pCopyVertexB</B>(bool <I
|
||
style="mso-bidi-font-style: normal">copy_pos</I> = true, bool <I
|
||
style="mso-bidi-font-style: normal">copy_vel</I> = false)</P>
|
||
<P class=Description>Set the secondary position from current position.</P>
|
||
<P class=MsoNormal>If <I style="mso-bidi-font-style: normal">copy_pos</I> is
|
||
true, sets the <I style="mso-bidi-font-style: normal">positionB</I> of each
|
||
particle in the current particle group to be equal to the current position of
|
||
that particle. This makes each particle "remember" this position so it can later
|
||
return to it using <B style="mso-bidi-font-weight: normal">pRestore</B>. If <I
|
||
style="mso-bidi-font-style: normal">copy_vel</I> is true, sets the <I
|
||
style="mso-bidi-font-style: normal">velocityB</I> of each particle in the
|
||
current particle group to be equal to the current velocity of that particle.
|
||
This is useful for computing the orientation of the particle when rendering it
|
||
using <B style="mso-bidi-font-weight: normal">pDrawGroupl</B>.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pDamping</B>(float <I
|
||
style="mso-bidi-font-style: normal">damping_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">damping_y</I>, float <I
|
||
style="mso-bidi-font-style: normal">damping_z</I>, float <I
|
||
style="mso-bidi-font-style: normal">vlow</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">vhigh</I> = P_MAXFLOAT)</P>
|
||
<P class=Description>Simulate air by slowing down particle velocities.</P>
|
||
<P class=MsoNormal>If a particle's velocity magnitude is within <I
|
||
style="mso-bidi-font-style: normal">vlow</I> and <I
|
||
style="mso-bidi-font-style: normal">vhigh</I>, then multiply each component of
|
||
the velocity by the respective damping constant. Typically, the three components
|
||
of <I style="mso-bidi-font-style: normal">damping</I> will have the same
|
||
value.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>There are no bounds on the damping constants. Thus, by giving
|
||
values greater than 1.0 they may be used to speed up particles in stead of slow
|
||
them down.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pExplosion</B>(float <I
|
||
style="mso-bidi-font-style: normal">center_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">center_y</I>, float <I
|
||
style="mso-bidi-font-style: normal">center_z</I>, float <I
|
||
style="mso-bidi-font-style: normal">velocity</I>, float <I
|
||
style="mso-bidi-font-style: normal">magnitude</I>, float <I
|
||
style="mso-bidi-font-style: normal">stdev</I>, float <I
|
||
style="mso-bidi-font-style: normal">epsilon</I> = P_EPS, float <I
|
||
style="mso-bidi-font-style: normal">age</I> = 0.0f)</P>
|
||
<P class=Description>An Explosion.</P>
|
||
<P class=MsoNormal>Causes an explosion by accelerating all particles away from
|
||
the <I style="mso-bidi-font-style: normal">center</I>. Particles are accelerated
|
||
away from the <I style="mso-bidi-font-style: normal">center</I> by an amount
|
||
proportional to <I style="mso-bidi-font-style: normal">magnitude</I>. As with
|
||
most acceleration actions, the amount of acceleration falls off inversely with
|
||
<I style="mso-bidi-font-style: normal">r</I><SUP>2</SUP>. But when <I
|
||
style="mso-bidi-font-style: normal">r</I> is small, the acceleration would be
|
||
infinite, so <I style="mso-bidi-font-style: normal">epsilon</I> is always added
|
||
to <I style="mso-bidi-font-style: normal">r</I>.</P>
|
||
<P class=MsoNormal>The shock wave of the explosion has a gaussian magnitude. The
|
||
center of the gaussian travels outward from the <I
|
||
style="mso-bidi-font-style: normal">center</I> at the specified <I
|
||
style="mso-bidi-font-style: normal">velocity</I>. So at a given time step,
|
||
particles at a distance <I style="mso-bidi-font-style: normal">(velocity *
|
||
age)</I> from <I style="mso-bidi-font-style: normal">center</I> will receive the
|
||
most acceleration, and particles not at the peak of the shock wave will receive
|
||
a lesser acceleration.</P>
|
||
<P class=MsoNormal><SPAN style="mso-spacerun: yes"> </SPAN>The shock wave
|
||
has a standard deviation of <I style="mso-bidi-font-style: normal">stdev</I>,
|
||
which is the sharpness or broadness of the strength of the wave.</P>
|
||
<P class=MsoNormal><I style="mso-bidi-font-style: normal">age</I> is used to
|
||
calculate the radius of the shock wave. For <B
|
||
style="mso-bidi-font-weight: normal">pExplosion</B> calls in action lists, <I
|
||
style="mso-bidi-font-style: normal">age</I> is the initial age of the explosion.
|
||
It is incremented by <I style="mso-bidi-font-style: normal">dt</I> after each
|
||
call. For immediate mode, <I style="mso-bidi-font-style: normal">age</I> is the
|
||
current age of the explosion, and it is up to the application to increment the
|
||
<I style="mso-bidi-font-style: normal">age</I> parameter for each call to <B
|
||
style="mso-bidi-font-weight: normal">pExlosion.<o:p></o:p></B></P>
|
||
<P class=MsoNoteHeading>NOTE</P>
|
||
<P class=Note>Since the current radius of the shock wave is given by <I
|
||
style="mso-bidi-font-style: normal">(velocity * age)</I> you can set up a
|
||
standing wave by setting <I style="mso-bidi-font-style: normal">velocity</I> to
|
||
the desired radius of the wave and <I
|
||
style="mso-bidi-font-style: normal">age</I> to 1.0. This only works in immediate
|
||
mode.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pFollow</B>(float <I
|
||
style="mso-bidi-font-style: normal">magnitude</I> = 1.0f, float <I
|
||
style="mso-bidi-font-style: normal">epsilon</I> = P_EPS, float <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> = P_MAXFLOAT)</P>
|
||
<P class=Description>Accelerate toward the next particle in the group.</P>
|
||
<P class=MsoNormal>This allows snaky effects where the particles follow each
|
||
other. Each particle is accelerated toward the next particle in the group by an
|
||
amount proportional to <I style="mso-bidi-font-style: normal">magnitude</I>. As
|
||
with most acceleration actions, the amount of acceleration falls off inversely
|
||
with <I style="mso-bidi-font-style: normal">r</I><SUP>2</SUP>. But when <I
|
||
style="mso-bidi-font-style: normal">r</I> is small, the acceleration would be
|
||
infinite, so <I style="mso-bidi-font-style: normal">epsilon</I> is always added
|
||
to <I style="mso-bidi-font-style: normal">r</I>.</P>
|
||
<P class=MsoNormal><I style="mso-bidi-font-style: normal">max_radius</I> defines
|
||
the sphere of influence of this action. No particle further than <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> from its predecessor is
|
||
affected.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>The <B style="mso-bidi-font-weight: normal">pFollow</B> action
|
||
does not affect the last particle in the group. This allows controlled effects
|
||
where the last particle in the group is killed after each time step and replaced
|
||
by a new particle at a slightly different position. See <B
|
||
style="mso-bidi-font-weight: normal">pKillOld</B> to learn how to kill the last
|
||
particle in the group after each step.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pGravitate</B>(float <I
|
||
style="mso-bidi-font-style: normal">magnitude</I> = 1.0f, float <I
|
||
style="mso-bidi-font-style: normal">epsilon</I> = P_EPS, float <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> = P_MAXFLOAT)</P>
|
||
<P class=Description>Accelerate each particle toward each other particle.</P>
|
||
<P class=MsoNormal>Each particle is accelerated toward each other particle in
|
||
the group by an amount proportional to <I
|
||
style="mso-bidi-font-style: normal">magnitude</I>. As with most acceleration
|
||
actions, the amount of acceleration falls off inversely with <I
|
||
style="mso-bidi-font-style: normal">r</I><SUP>2</SUP>. But when r is small, the
|
||
acceleration would be infinite, so <I
|
||
style="mso-bidi-font-style: normal">epsilon</I> is always added to <I
|
||
style="mso-bidi-font-style: normal">r</I>.</P>
|
||
<P class=MsoNormal><I style="mso-bidi-font-style: normal">max_radius</I> defines
|
||
the sphere of influence of this action. No particle further than <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> from another particle is
|
||
affected.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>This action is more computationally intensive than the others are
|
||
because each particle is affected by each other particle.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pGravity</B>(float <I
|
||
style="mso-bidi-font-style: normal">dir_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">dir_y</I>, float <I
|
||
style="mso-bidi-font-style: normal">dir_z</I>)</P>
|
||
<P class=Description>Accelerate particles in the given direction.</P>
|
||
<P class=MsoNormal>The gravity acceleration vector is simply added to the
|
||
velocity vector of each particle at each time step. The magnitude of the gravity
|
||
vector is the acceleration due to gravity. For example, <B
|
||
style="mso-bidi-font-weight: normal">pGravity</B>(0, 0, -9.8) specifies gravity
|
||
in the negative Z direction.</P>
|
||
<P class=FuncProto>void <B style="mso-bidi-font-weight: normal">pJet</B>(float
|
||
<I style="mso-bidi-font-style: normal">center_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">center_y</I>, float <I
|
||
style="mso-bidi-font-style: normal">center_z</I>, float <I
|
||
style="mso-bidi-font-style: normal">magnitude</I> = 1.0f, float <I
|
||
style="mso-bidi-font-style: normal">epsilon</I> = P_EPS, float <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> = P_MAXFLOAT)</P>
|
||
<P class=Description>Accelerate particles that are near the center of the
|
||
jet.</P>
|
||
<P class=MsoNormal>For each particle, chooses an acceleration vector from the
|
||
domain and applies it to the particle's velocity. The amount of acceleration
|
||
applied is directly proportional to <I
|
||
style="mso-bidi-font-style: normal">magnitude</I>. As with most acceleration
|
||
actions, the amount of acceleration falls off inversely with <I
|
||
style="mso-bidi-font-style: normal">r<SUP>2</SUP></I>. But when <I
|
||
style="mso-bidi-font-style: normal">r</I> is small, the acceleration would be
|
||
infinite, so <I style="mso-bidi-font-style: normal">epsilon</I> is always added
|
||
to <I style="mso-bidi-font-style: normal">r</I>.</P>
|
||
<P class=MsoNormal>The domain from which acceleration vectors are chosen is the
|
||
current velocity domain.</P>
|
||
<P class=MsoNormal><I style="mso-bidi-font-style: normal">max_radius</I> defines
|
||
the sphere of influence of this action. No particle further than <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> from the center is
|
||
affected.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pKillOld</B>(float <I
|
||
style="mso-bidi-font-style: normal">age_limit</I>, bool <I
|
||
style="mso-bidi-font-style: normal">kill_less_than</I> = false)</P>
|
||
<P class=Description>Remove old particles.</P>
|
||
<P class=MsoNormal>Removes all particles older than <I
|
||
style="mso-bidi-font-style: normal">age_limit</I>. But if <I
|
||
style="mso-bidi-font-style: normal">kill_less_than</I> is true, it instead
|
||
removes all particles newer than <I
|
||
style="mso-bidi-font-style: normal">age_limit</I>. <I
|
||
style="mso-bidi-font-style: normal">age_limit</I> is not clamped, so negative
|
||
values are ok. This can be used in conjunction with <B
|
||
style="mso-bidi-font-weight: normal">pStartingAge</B>(-n) to create and then
|
||
kill a particular set of particles.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>In order to kill a particular particle, set <B
|
||
style="mso-bidi-font-weight: normal">pStartingAge</B> to a number that will
|
||
never be a typical age for any other particle in the group, for example -10.0.
|
||
Then emit the particle using <B style="mso-bidi-font-weight: normal">pSource</B>
|
||
or <B style="mso-bidi-font-weight: normal">pVertex</B>. Then do the rest of the
|
||
particle actions and finally call <B
|
||
style="mso-bidi-font-weight: normal">pKillOld</B>(-8.0, true) to kill the
|
||
special particle because it is the only one with an age less than -8.0.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pMatchVelocity</B>(float <I
|
||
style="mso-bidi-font-style: normal">magnitude</I> = 1.0f, float <I
|
||
style="mso-bidi-font-style: normal">epsilon</I> = P_EPS, float <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> = P_MAXFLOAT)</P>
|
||
<P class=Description>Modify each particle<6C>s velocity to be similar to that of
|
||
its neighbors.</P>
|
||
<P class=MsoNormal>Each particle is accelerated toward the weighted mean of the
|
||
velocities of other particles in the group by an amount proportional to <I
|
||
style="mso-bidi-font-style: normal">magnitude</I>. As with most acceleration
|
||
actions, the amount of acceleration falls off inversely with <I
|
||
style="mso-bidi-font-style: normal">r</I><SUP>2</SUP> to the other particles.
|
||
But when <I style="mso-bidi-font-style: normal">r</I> is small, the acceleration
|
||
would be infinite, so <I style="mso-bidi-font-style: normal">epsilon</I> is
|
||
always added to <I style="mso-bidi-font-style: normal">r</I>. Using an epsilon
|
||
similar in magnitude to <I style="mso-bidi-font-style: normal">magnitude</I> can
|
||
increase the range of influence of nearby particles on this particle.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=MsoNormal>This action is more computationally intensive than the others
|
||
are because each particle is affected by each other particle.</P>
|
||
<P class=FuncProto>void <B style="mso-bidi-font-weight: normal">pMove</B>()</P>
|
||
<P class=Description>Move particle positions based on velocities.</P>
|
||
<P class=MsoNormal>This action actually updates the particle positions by adding
|
||
the current velocity to the current position. This is typically the last
|
||
particle action performed in an iteration of a particle simulation, and
|
||
typically only occurs once per action list.</P>
|
||
<P class=MsoNormal>The velocity is multiplied by the time step length, <I
|
||
style="mso-bidi-font-style: normal">dt</I>, before being added to the position.
|
||
This implements Euler's method of numerical integration with a constant, but
|
||
specifiable step size. See <B style="mso-bidi-font-weight: normal">pTimeStep</B>
|
||
for more on varying the step size.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pOrbitLine</B>(float <I
|
||
style="mso-bidi-font-style: normal">p_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">p_y</I>, float <I
|
||
style="mso-bidi-font-style: normal">p_z</I>, float <I
|
||
style="mso-bidi-font-style: normal">axis_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">axis_y</I>, float <I
|
||
style="mso-bidi-font-style: normal">axis_z</I>, float <I
|
||
style="mso-bidi-font-style: normal">magnitude</I> = 1.0f, float <I
|
||
style="mso-bidi-font-style: normal">epsilon</I> = P_EPS, float <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> = P_MAXFLOAT)</P>
|
||
<P class=Description>Accelerate toward the closest point on the given line.</P>
|
||
<P class=MsoNormal><I style="mso-bidi-font-style: normal">p</I> and <I
|
||
style="mso-bidi-font-style: normal">axis</I> define an infinite line, where <I
|
||
style="mso-bidi-font-style: normal">p</I> can be any point on the line and <I
|
||
style="mso-bidi-font-style: normal">axis</I> is any vector parallel to the line.
|
||
For each particle, this action computes the vector to the closest point on the
|
||
line, and accelerates the particle in the vector direction. The amount of
|
||
acceleration applied is directly proportional to <I
|
||
style="mso-bidi-font-style: normal">magnitude</I>. As with most acceleration
|
||
actions, the amount of acceleration falls off inversely with <I
|
||
style="mso-bidi-font-style: normal">r</I><SUP>2</SUP>. But when <I
|
||
style="mso-bidi-font-style: normal">r</I> is small, the acceleration would be
|
||
infinite, so <I style="mso-bidi-font-style: normal">epsilon</I> is always added
|
||
to <I style="mso-bidi-font-style: normal">r</I>.</P>
|
||
<P class=MsoNormal><I style="mso-bidi-font-style: normal">max_radius</I> defines
|
||
the infinite cylinder of influence of this action. No particle further than <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> from the line is
|
||
affected.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pOrbitPoint</B>(float <I
|
||
style="mso-bidi-font-style: normal">center_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">center_y</I>, float <I
|
||
style="mso-bidi-font-style: normal">center_z</I>, float <I
|
||
style="mso-bidi-font-style: normal">magnitude</I> = 1.0f, float <I
|
||
style="mso-bidi-font-style: normal">epsilon</I> = P_EPS, float <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> = P_MAXFLOAT)</P>
|
||
<P class=Description>Accelerate toward the given center point.</P>
|
||
<P class=MsoNormal>For each particle, this action computes the vector to the
|
||
center point, and accelerates the particle in the vector direction. The amount
|
||
of acceleration applied is directly proportional to <I
|
||
style="mso-bidi-font-style: normal">magnitude</I>. As with most acceleration
|
||
actions, the amount of acceleration falls off inversely with <I
|
||
style="mso-bidi-font-style: normal">r</I><SUP>2</SUP>. But when <I
|
||
style="mso-bidi-font-style: normal">r</I> is small, the acceleration would be
|
||
infinite, so <I style="mso-bidi-font-style: normal">epsilon</I> is always added
|
||
to <I style="mso-bidi-font-style: normal">r</I>.</P>
|
||
<P class=MsoNormal><I style="mso-bidi-font-style: normal">max_radius</I> defines
|
||
the sphere of influence of this action. No particle further than <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> from the <I
|
||
style="mso-bidi-font-style: normal">center</I> is affected.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pRandomAccel</B>(<B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B> <I
|
||
style="mso-bidi-font-style: normal">dtype</I>, float <I
|
||
style="mso-bidi-font-style: normal">a0</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a1</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a2</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a3</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a4</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a5</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a6</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a7</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a8</I> = 0.0f)</P>
|
||
<P class=Description>Accelerate particles in random directions.</P>
|
||
<P class=MsoNormal>For each particle, chooses an acceleration vector from the
|
||
specified domain and adds it to the particle's velocity.</P>
|
||
<P class=MsoNormal>Reducing the time step, <I
|
||
style="mso-bidi-font-style: normal">dt</I>, will make a higher probability of
|
||
being near the original velocity after unit time. Smaller <I
|
||
style="mso-bidi-font-style: normal">dt</I> approach a normal distribution of
|
||
velocity vectors instead of a square wave distribution.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>See the documentation of Domains for an explanation of the other
|
||
arguments.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pRandomDisplace</B>(<B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B> <I
|
||
style="mso-bidi-font-style: normal">dtype</I>, float <I
|
||
style="mso-bidi-font-style: normal">a0</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a1</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a2</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a3</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a4</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a5</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a6</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a7</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a8</I> = 0.0f)</P>
|
||
<P class=Description>Immediately replace position with a position from the
|
||
domain.</P>
|
||
<P class=MsoNormal>For each particle, chooses a displacement vector from the
|
||
specified domain and adds it to the particle's position.</P>
|
||
<P class=MsoNormal>Reducing the time step, <I
|
||
style="mso-bidi-font-style: normal">dt</I>, will make a higher probability of
|
||
being near the original position after unit time. Smaller <I
|
||
style="mso-bidi-font-style: normal">dt</I> approach a normal distribution of
|
||
particle positions instead of a square wave distribution.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>Since this action moves particle positions, unsatisfying results
|
||
may occur when used with the <B style="mso-bidi-font-weight: normal">pAvoid
|
||
</B>or <B style="mso-bidi-font-weight: normal">pBounce</B> actions. In
|
||
particular, particles may be displaced to the opposite side of the surface
|
||
without bouncing off it.</P>
|
||
<P class=Note>See the documentation of Domains for an explanation of the other
|
||
arguments.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pRandomVelocity</B>(<B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B> <I
|
||
style="mso-bidi-font-style: normal">dtype</I>, float <I
|
||
style="mso-bidi-font-style: normal">a0</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a1</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a2</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a3</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a4</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a5</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a6</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a7</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a8</I> = 0.0f)</P>
|
||
<P class=Description>Immediately replace velocity with a velocity from the
|
||
domain.</P>
|
||
<P class=MsoNormal>For each particle, sets the particle's velocity vector to a
|
||
random vector in the specified domain.</P>
|
||
<P class=MsoNormal>This function is not affected by <I
|
||
style="mso-bidi-font-style: normal">dt</I>. If you can think of an appropriate
|
||
way for this to vary with <I style="mso-bidi-font-style: normal">dt</I>, let me
|
||
know.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>See the documentation of Domains for an explanation of the other
|
||
arguments.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pRestore</B>(float <I
|
||
style="mso-bidi-font-style: normal">time_left</I>)</P>
|
||
<P class=Description>Over time, restore particles to their secondary
|
||
positions.</P>
|
||
<P class=MsoNormal>Computes a new velocity for each particle that will make the
|
||
particle arrive at its <I style="mso-bidi-font-style: normal">positionB</I> at
|
||
the specified amount of time in the future. The curved path that the particles
|
||
take is a parametric quadratic. Once the specified amount of time has passed,
|
||
the particles are clamped to their <I
|
||
style="mso-bidi-font-style: normal">positionB</I> and their velocities are set
|
||
to 0 to freeze them in place.</P>
|
||
<P class=MsoNormal>If <B style="mso-bidi-font-weight: normal">pRestore</B> is
|
||
called in immediate mode, it is the application's responsibility to decrease <I
|
||
style="mso-bidi-font-style: normal">time_left</I> by <I
|
||
style="mso-bidi-font-style: normal">dt</I> on each call. When in an action list,
|
||
<I style="mso-bidi-font-style: normal">time_left</I> gets decremented
|
||
automatically.</P>
|
||
<P class=MsoNormal>The <I style="mso-bidi-font-style: normal">positionB</I>
|
||
attribute of each particle is typically the particle's position when it was
|
||
created, or it can be specified within a domain. This is controlled by <B
|
||
style="mso-bidi-font-weight: normal">pVertexBTracks</B>, <B
|
||
style="mso-bidi-font-weight: normal">pVertexB</B>, and <B
|
||
style="mso-bidi-font-weight: normal">pVertexBD</B>. The <I
|
||
style="mso-bidi-font-style: normal">positionB</I> can be set at any time to the
|
||
particle's current position using the <B
|
||
style="mso-bidi-font-weight: normal">pCopyVertexB</B> action.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note><B style="mso-bidi-font-weight: normal">pRestore</B>(0) is the
|
||
opposite of <B style="mso-bidi-font-weight: normal">pCopyVertexB</B> <20> it sets
|
||
each particle's position to be equal to its positionB. However, this has the
|
||
side effect of setting each particle's velocity to 0.</P>
|
||
<P class=FuncProto>void <B style="mso-bidi-font-weight: normal">pSink</B>(bool
|
||
<I style="mso-bidi-font-style: normal">kill_inside</I>, <B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B> <I
|
||
style="mso-bidi-font-style: normal">dtype</I>, float <I
|
||
style="mso-bidi-font-style: normal">a0</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a1</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a2</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a3</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a4</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a5</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a6</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a7</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a8</I> = 0.0f)</P>
|
||
<P class=Description>Kill particles with positions on wrong side of the
|
||
specified domain.</P>
|
||
<P class=MsoNormal>If <I style="mso-bidi-font-style: normal">kill_inside</I> is
|
||
true, deletes all particles inside the given domain. If <I
|
||
style="mso-bidi-font-style: normal">kill_inside</I> is false, deletes all
|
||
particles outside the given domain.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>See the documentation of Domains for an explanation of the other
|
||
arguments.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pSinkVelocity</B>(bool <I
|
||
style="mso-bidi-font-style: normal">kill_inside</I>, <B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B> <I
|
||
style="mso-bidi-font-style: normal">dtype</I>, float <I
|
||
style="mso-bidi-font-style: normal">a0</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a1</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a2</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a3</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a4</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a5</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a6</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a7</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a8</I> = 0.0f)</P>
|
||
<P class=Description>Kill particles with velocities on wrong side of the
|
||
specified domain.</P>
|
||
<P class=MsoNormal>If <I style="mso-bidi-font-style: normal">kill_inside</I> is
|
||
true, deletes all particles whose velocity vectors are inside the given domain.
|
||
If <I style="mso-bidi-font-style: normal">kill_inside</I> is false, deletes all
|
||
particles whose velocity vectors are outside the given domain. This allows
|
||
particles to die when they turn around, get too fast or too slow, etc.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>This action replaces the deprecated <B
|
||
style="mso-bidi-font-weight: normal">pKillSlow</B> by using a sphere domain
|
||
centered at the origin and a radius equal to the cutoff velocity.</P>
|
||
<P class=Note>See the documentation of Domains for an explanation of the other
|
||
arguments.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pSource</B>(float <I
|
||
style="mso-bidi-font-style: normal">particle_rate</I>, <B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B> <I
|
||
style="mso-bidi-font-style: normal">dtype</I>, float <I
|
||
style="mso-bidi-font-style: normal">a0</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a1</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a2</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a3</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a4</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a5</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a6</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a7</I> = 0.0f, float <I
|
||
style="mso-bidi-font-style: normal">a8</I> = 0.0f)</P>
|
||
<P class=Description>Add particles in the specified domain.</P>
|
||
<P class=MsoNormal>Adds new particles to the current particle group. The
|
||
particle positions are chosen from the given domain. The particle colors, sizes,
|
||
initial ages, velocities, and secondary positions are chosen according to their
|
||
current domains. See <B style="mso-bidi-font-weight: normal">pColor</B>, <B
|
||
style="mso-bidi-font-weight: normal">pColorD</B>, <B
|
||
style="mso-bidi-font-weight: normal">pSize</B>, <B
|
||
style="mso-bidi-font-weight: normal">pStartingAge, pVelocity</B>, <B
|
||
style="mso-bidi-font-weight: normal">pVelocityD</B>, <B
|
||
style="mso-bidi-font-weight: normal">pVertexB</B>, <B
|
||
style="mso-bidi-font-weight: normal">pVertexBD</B>, and <B
|
||
style="mso-bidi-font-weight: normal">pVertexBTracks</B>.</P>
|
||
<P class=MsoNormal>When <B style="mso-bidi-font-weight: normal">pSource</B> is
|
||
called within an action list, the particle attribute domains used are those that
|
||
were current when the <B style="mso-bidi-font-weight: normal">pSource</B>
|
||
command was called within the <B
|
||
style="mso-bidi-font-weight: normal">pNewActionList</B> / <B
|
||
style="mso-bidi-font-weight: normal">pEndActionList</B> block instead of when <B
|
||
style="mso-bidi-font-weight: normal">pCallActionList</B> is called. Note that
|
||
this is unlike OpenGL.</P>
|
||
<P class=MsoNormal><I style="mso-bidi-font-style: normal">particle_rate</I> is
|
||
the number of particles to add per unit time. If <I
|
||
style="mso-bidi-font-style: normal">particle_rate</I> / <I
|
||
style="mso-bidi-font-style: normal">dt</I> is a fraction then <B
|
||
style="mso-bidi-font-weight: normal">pSource</B> adjusts the number of particles
|
||
to add during this time step so that the average number added per unit time is
|
||
<I style="mso-bidi-font-style: normal">particle_rate</I>.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>If too few particles seem to be added each frame, it is probably
|
||
because the particle group is already full. If this is bad, you can grow the
|
||
group using <B style="mso-bidi-font-weight: normal">pSetMaxParticles</B>.</P>
|
||
<P class=Note>See the documentation of Domains for an explanation of the other
|
||
arguments.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pSpeedLimit</B>(float <I
|
||
style="mso-bidi-font-style: normal">min_speed, </I>float<I
|
||
style="mso-bidi-font-style: normal"> max_speed = </I>P_MAXFLOAT)</P>
|
||
<P class=Description>Clamp each particle<6C>s speed to the given min and max.</P>
|
||
<P class=MsoNormal>Computes each particle<6C>s speed (the magnitude of its velocity
|
||
vector) and if it is less than <I
|
||
style="mso-bidi-font-style: normal">min_speed</I> or greater than <I
|
||
style="mso-bidi-font-style: normal">max_speed</I> it is clamped to those bounds,
|
||
while preserving the velocity vector<6F>s direction.<I
|
||
style="mso-bidi-font-style: normal"><o:p></o:p></I></P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>The vector [0,0,0] is an exception because it has no direction.
|
||
Such vectors are not modified by <B
|
||
style="mso-bidi-font-weight: normal">pSpeedLimit</B>.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pTargetColor</B>(float <I
|
||
style="mso-bidi-font-style: normal">color_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">color_y</I>, float <I
|
||
style="mso-bidi-font-style: normal">color_z</I>, float <I
|
||
style="mso-bidi-font-style: normal">alpha</I>, float <I
|
||
style="mso-bidi-font-style: normal">scale</I>)</P>
|
||
<P class=Description>Change color of all particles toward the specified
|
||
color.</P>
|
||
<P class=MsoNormal>Modifies the color and alpha of each particle to be <I
|
||
style="mso-bidi-font-style: normal">scale</I> percent of the way closer to the
|
||
specified <I style="mso-bidi-font-style: normal">color</I> and <I
|
||
style="mso-bidi-font-style: normal">alpha</I>.<I
|
||
style="mso-bidi-font-style: normal"> scale</I> is multiplied by <I
|
||
style="mso-bidi-font-style: normal">dt</I> before scaling the sizes. Thus, using
|
||
smaller <I style="mso-bidi-font-style: normal">dt</I> causes a slightly faster
|
||
approach to the target color.<I
|
||
style="mso-bidi-font-style: normal"><o:p></o:p></I></P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>This action makes all colors tend toward the specified, uniform
|
||
color. Future versions will have more actions that modify color. Please send me
|
||
suggestions (perhaps with sample implementations).</P>
|
||
<P class=Note>The value of <I style="mso-bidi-font-style: normal">scale</I> will
|
||
usually be very small (less than 0.01) to yield a gradual transition.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pTargetSize</B>(float <I
|
||
style="mso-bidi-font-style: normal">size_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">size_y</I>, float <I
|
||
style="mso-bidi-font-style: normal">size_z</I>, float <I
|
||
style="mso-bidi-font-style: normal">scale_x</I> = 0.0, float <I
|
||
style="mso-bidi-font-style: normal">scale_y</I> = 0.0, float <I
|
||
style="mso-bidi-font-style: normal">scale_z</I> = 0.0)</P>
|
||
<P class=Description>Change sizes of all particles toward the specified
|
||
size.</P>
|
||
<P class=MsoNormal>Modifies the size of each particle to be <I
|
||
style="mso-bidi-font-style: normal">scale</I> percent of the way closer to the
|
||
specified <I style="mso-bidi-font-style: normal">size</I> triple. This makes
|
||
sizes grow asymptotically closer to the given size. <I
|
||
style="mso-bidi-font-style: normal">scale</I> is multiplied by <I
|
||
style="mso-bidi-font-style: normal">dt</I> before scaling the sizes. Thus, using
|
||
smaller <I style="mso-bidi-font-style: normal">dt</I> causes a slightly faster
|
||
approach to the target size. The separate scales for each component allow only
|
||
selected components to be scaled.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>This action makes all sizes tend toward the specified, uniform
|
||
size. Future versions will have more actions that modify size. Please send me
|
||
suggestions (perhaps with sample implementations).</P>
|
||
<P class=Note>The value of <I style="mso-bidi-font-style: normal">scale</I> will
|
||
usually be very small (less than 0.01) to yield a gradual transition.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pTargetVelocity</B>(float <I
|
||
style="mso-bidi-font-style: normal">vel_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">vel_y</I>, float <I
|
||
style="mso-bidi-font-style: normal">vel_z</I>, float <I
|
||
style="mso-bidi-font-style: normal">scale</I>)</P>
|
||
<P class=Description>Change velocity of all particles toward the specified
|
||
velocity.</P>
|
||
<P class=MsoNormal>Modifies the velocity of each particle to be <I
|
||
style="mso-bidi-font-style: normal">scale</I> percent of the way closer to the
|
||
specified <I style="mso-bidi-font-style: normal">velocity</I> triple. This makes
|
||
velocities grow asymptotically closer to the given velocity. <I
|
||
style="mso-bidi-font-style: normal">scale</I> is multiplied by <I
|
||
style="mso-bidi-font-style: normal">dt</I> before scaling the velocities. Thus,
|
||
using smaller <I style="mso-bidi-font-style: normal">dt</I> causes a slightly
|
||
faster approach to the target velocity.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>This action makes all velocities tend toward the specified,
|
||
uniform velocity.</P>
|
||
<P class=Note>The value of <I style="mso-bidi-font-style: normal">scale</I> will
|
||
usually be very small (less than 0.01) to yield a gradual transition.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pVertex</B>(float <I
|
||
style="mso-bidi-font-style: normal">x</I>, float <I
|
||
style="mso-bidi-font-style: normal">y</I>, float <I
|
||
style="mso-bidi-font-style: normal">z</I>)</P>
|
||
<P class=Description>Add a single particle at the specified location.</P>
|
||
<P class=MsoNormal>When called within a <B
|
||
style="mso-bidi-font-weight: normal">pNewActionList</B> / <B
|
||
style="mso-bidi-font-weight: normal">pEndActionList</B> block, this action is a
|
||
shorthand for:</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">pSource</B>(1, <B
|
||
style="mso-bidi-font-weight: normal">PDPoint</B>, <I
|
||
style="mso-bidi-font-style: normal">x</I>, <I
|
||
style="mso-bidi-font-style: normal">y</I>, <I
|
||
style="mso-bidi-font-style: normal">z</I>).</P>
|
||
<P class=MsoNormal>However, when called in immediate mode, this action uses a
|
||
slightly faster method to add a single particle to the current particle group.
|
||
Also, when in immediate mode, exactly one particle will be added per call,
|
||
instead of an average of 1 / <I style="mso-bidi-font-style: normal">dt</I>
|
||
particles being added. Particle attributes are chosen according to their current
|
||
domains, as with <B style="mso-bidi-font-weight: normal">pSource</B>.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>This call is patterned after the <B
|
||
style="mso-bidi-font-weight: normal">glVertex</B> calls. It is useful for
|
||
creating a particle group with exactly specified initial positions. For example,
|
||
you can specify a geometrical model using <B
|
||
style="mso-bidi-font-weight: normal">pVertex</B> calls, and then explode or
|
||
deform it.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pVortex</B>(float <I
|
||
style="mso-bidi-font-style: normal">center_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">center_y</I>, float <I
|
||
style="mso-bidi-font-style: normal">center_z</I>, float <I
|
||
style="mso-bidi-font-style: normal">axis_x</I>, float <I
|
||
style="mso-bidi-font-style: normal">axis_y</I>, float <I
|
||
style="mso-bidi-font-style: normal">axis_z</I>, float <I
|
||
style="mso-bidi-font-style: normal">magnitude</I> = 1.0f, float <I
|
||
style="mso-bidi-font-style: normal">epsilion = </I>P_EPS, float <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> = P_MAXFLOAT)</P>
|
||
<P class=Description>Swirl particles around a vortex.</P>
|
||
<P class=MsoNormal><I style="mso-bidi-font-style: normal">center</I> and <I
|
||
style="mso-bidi-font-style: normal">axis</I> define an infinite line, where <I
|
||
style="mso-bidi-font-style: normal">center</I> represents the tip of the vortex
|
||
and <I style="mso-bidi-font-style: normal">axis</I> is a vector along the line,
|
||
the length of which is irrelevant. As with most acceleration actions, the amount
|
||
of acceleration falls off inversely with <I
|
||
style="mso-bidi-font-style: normal">r</I><SUP>2</SUP> to the <I
|
||
style="mso-bidi-font-style: normal">center</I>. But when <I
|
||
style="mso-bidi-font-style: normal">r</I> is small, the acceleration would be
|
||
infinite, so <I style="mso-bidi-font-style: normal">epsilon</I> is always added
|
||
to <I style="mso-bidi-font-style: normal">r</I>. Using an epsilon similar in
|
||
magnitude to <I style="mso-bidi-font-style: normal">magnitude</I> can increase
|
||
the range of influence of the vortex. <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> defines the sphere of
|
||
influence of this action. No particle further than <I
|
||
style="mso-bidi-font-style: normal">max_radius</I> from the vortex center is
|
||
affected.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note><SPAN style="mso-spacerun: yes"> </SPAN><B
|
||
style="mso-bidi-font-weight: normal">pVortex</B> immediately displaces particle
|
||
positions, unlike most actions which affect particle velocities, so unsatisfying
|
||
results may occur when used with the <B
|
||
style="mso-bidi-font-weight: normal">pAvoid </B>or <B
|
||
style="mso-bidi-font-weight: normal">pBounce</B> actions. In particular,
|
||
particles may be displaced to the opposite side of the surface without bouncing
|
||
off it.</P>
|
||
<P class=Note><B style="mso-bidi-font-weight: normal">pVortex</B> currently does
|
||
not pull the particles up or down along the axis like a tornado. This will be
|
||
saved for a future release. If you can suggest an implementation, feel free to
|
||
send it to me.</P>
|
||
<P class=Note>Particles can be attracted toward the axis of the vortex using <B
|
||
style="mso-bidi-font-weight: normal">pOrbitLine</B>.</P>
|
||
<H1>Particle Group Calls</H1>
|
||
<P class=MsoNormal>A particle group is first created using <B
|
||
style="mso-bidi-font-weight: normal">pGenParticleGroups</B>, which will return
|
||
the identifying number of the generated particle group. Unless otherwise
|
||
specified, all other commands operate on the current particle group. You specify
|
||
which group is current using <B
|
||
style="mso-bidi-font-weight: normal">pCurrentGroup</B>. The maximum number of
|
||
particles in the group is specified using <B
|
||
style="mso-bidi-font-weight: normal">pSetMaxParticles</B>. The particle group is
|
||
then acted upon using the functions listed in the <B
|
||
style="mso-bidi-font-weight: normal">Actions</B>. Some actions will add
|
||
particles to the particle group, and others will modify the particles in other
|
||
ways. Typically, a series of actions will be applied to each particle group once
|
||
(or more) per rendered frame. The particles are then actually drawn. This is
|
||
similar to the process of rendering a display list in OpenGL, and should be done
|
||
at the same stage of the application's execution as drawing geometry. To draw a
|
||
particle group in OpenGL, the application calls one of the <B
|
||
style="mso-bidi-font-weight: normal">pDrawGroup</B> functions. Alternatively,
|
||
the application can get a copy of the particle data using <B
|
||
style="mso-bidi-font-weight: normal">pGetParticles</B> and use it for other
|
||
rendering or processing methods. When a particle group is no longer needed, it
|
||
is deleted using <B
|
||
style="mso-bidi-font-weight: normal">pDeleteParticleGroups</B>.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pCopyGroup</B>(int <I
|
||
style="mso-bidi-font-style: normal">p_group_num</I>, int <I
|
||
style="mso-bidi-font-style: normal">index</I> = 0, int <I
|
||
style="mso-bidi-font-style: normal">copy_count</I> = P_MAXINT)</P>
|
||
<P class=Description>Copy particles from the specified group into the current
|
||
group.</P>
|
||
<P class=MsoNormal>Copy particles from the specified particle group, <I
|
||
style="mso-bidi-font-style: normal">p_group_num</I>, to the current particle
|
||
group. Only <I style="mso-bidi-font-style: normal">copy_count</I> particles,
|
||
starting with number <I style="mso-bidi-font-style: normal">index</I> are
|
||
copied. Of course, the number of particles actually copied is bounded by the
|
||
available space in the current particle group, and the number of particles
|
||
actually in the source particle group. The particles are added in order to the
|
||
end of the current group. <I style="mso-bidi-font-style: normal">index</I> is
|
||
the index of the first particle in the source particle group to be copied.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pCurrentGroup</B>(int <I
|
||
style="mso-bidi-font-style: normal">p_group_num</I>)</P>
|
||
<P class=Description>Change which group is current.</P>
|
||
<P class=MsoNormal>Makes <I style="mso-bidi-font-style: normal">p_group_num</I>
|
||
be the current particle group to which all actions and commands apply.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pDeleteParticleGroups</B>(int <I
|
||
style="mso-bidi-font-style: normal">p_group_num</I>, int <I
|
||
style="mso-bidi-font-style: normal">p_group_count</I>)</P>
|
||
<P class=Description>Delete one or more consecutive particle groups.</P>
|
||
<P class=MsoNormal>Deletes <I
|
||
style="mso-bidi-font-style: normal">p_group_count</I> particle groups, with <I
|
||
style="mso-bidi-font-style: normal">p_group_num</I> being the particle group
|
||
number of the first one. The groups must be numbered sequentially, and must all
|
||
exist. This removes the specified particle groups from existence. It does not
|
||
merely change the number of existing particles or the maximum size of the
|
||
group.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pDrawGroupl</B>(int <I
|
||
style="mso-bidi-font-style: normal">dlist</I>, bool <I
|
||
style="mso-bidi-font-style: normal">const_size</I> = false, bool <I
|
||
style="mso-bidi-font-style: normal">const_color</I> = false, bool <I
|
||
style="mso-bidi-font-style: normal">const_rotation</I> = false)</P>
|
||
<P class=Description>Draw each particle as a model using OpenGL display
|
||
lists.</P>
|
||
<P class=MsoNormal>Calls the given OpenGL display list, <I
|
||
style="mso-bidi-font-style: normal">dlist</I>, once for each particle in the
|
||
particle group. The display list typically contains only geometry (<B
|
||
style="mso-bidi-font-weight: normal">glBegin</B> / <B
|
||
style="mso-bidi-font-weight: normal">glEnd</B> blocks). Before the display list
|
||
is drawn for each particle, the OpenGL state is changed. First, the display list
|
||
is translated to the particle's position. Next, if <I
|
||
style="mso-bidi-font-style: normal">const_size</I> is false, the matrix stack is
|
||
modified to scale the display list by the particle's size. Then, if <I
|
||
style="mso-bidi-font-style: normal">const_rotation</I> is false, the matrix is
|
||
rotated so that the display list's positive X axis points in the direction of
|
||
the particle's velocity vector. Finally, if <I
|
||
style="mso-bidi-font-style: normal">const_color</I> is false, the OpenGL current
|
||
color is set to the particle's color. If <I
|
||
style="mso-bidi-font-style: normal">const_color</I> is true, then the OpenGL
|
||
current color is set only once before drawing any particles. If <I
|
||
style="mso-bidi-font-style: normal">const_size</I> is true, then no scaling is
|
||
ever done. If <I style="mso-bidi-font-style: normal">const_rotation</I> is true
|
||
then no rotation is ever done. This is useful for symmetrical models such as
|
||
spheres.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>The OpenGL current color is left in an undefined state following a
|
||
call to <B style="mso-bidi-font-weight: normal">pDrawGroupl</B>.</P>
|
||
<P class=Note>This command operates on the OpenGL matrix stack, but does not
|
||
change the matrix mode. It is the application's responsibility to ensure that
|
||
the matrix mode is correct, usually by calling <B
|
||
style="mso-bidi-font-weight: normal">glMatrixMode</B>(GL_MODELVIEW) first.</P>
|
||
<P class=Note>Models containing multiple colors can be drawn by constructing a
|
||
display list that first draws the geometry that will be in the particle color,
|
||
then changes the color (by calling <B
|
||
style="mso-bidi-font-weight: normal">glColor</B>), then draws geometry in the
|
||
new color. For example, this could be used to draw balloons of many different
|
||
colors that each have a white string.</P>
|
||
<P class=Note>Another way to draw particles that allows greater flexibility than
|
||
<B style="mso-bidi-font-weight: normal">pDrawGroupl</B> is for the application
|
||
to get the particle data using <B
|
||
style="mso-bidi-font-weight: normal">pGetParticles</B>, and then draw it using
|
||
any desired method.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pDrawGroupp</B>(int <I
|
||
style="mso-bidi-font-style: normal">primitive</I>, bool <I
|
||
style="mso-bidi-font-style: normal">const_size</I> = false, bool <I
|
||
style="mso-bidi-font-style: normal">const_color</I> = false)</P>
|
||
<P class=Description>Draw a particle group using OpenGL primitives.</P>
|
||
<P class=MsoNormal>This is the fastest OpenGL-based method of drawing particles.
|
||
The exact results depend on the OpenGL <I
|
||
style="mso-bidi-font-style: normal">primitive</I> type specified. When <I
|
||
style="mso-bidi-font-style: normal">primitive</I> equals GL_POINTS or any value
|
||
other than GL_LINES, each particle becomes a single vertex in an OpenGL <B
|
||
style="mso-bidi-font-weight: normal">glBegin</B> / <B
|
||
style="mso-bidi-font-weight: normal">glEnd</B> block. For GL_LINES, each
|
||
particle becomes a line specified by two vertices - the particle's position and
|
||
the particle's position minus velocity, yielding a line in the direction that
|
||
the particle is travelling.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>The OpenGL current color is left in an undefined state following a
|
||
call to <B style="mso-bidi-font-weight: normal">pDrawGroupp</B>.</P>
|
||
<P class=Note>At present, GL_LINES is the only primitive handled as a special
|
||
case. If you have suggestions for sensible, general ways to handle other OpenGL
|
||
primitives, please tell me.</P>
|
||
<P class=Note>See also <B
|
||
style="mso-bidi-font-weight: normal">pDrawGroupl</B>.</P>
|
||
<P class=FuncProto>int <B
|
||
style="mso-bidi-font-weight: normal">pGenParticleGroups</B>(int <I
|
||
style="mso-bidi-font-style: normal">p_group_count</I> = 1, int <I
|
||
style="mso-bidi-font-style: normal">max_particles</I> = 0)</P>
|
||
<P class=Description>Create particle groups, each with max_particles
|
||
allocated.</P>
|
||
<P class=MsoNormal>Generates <I
|
||
style="mso-bidi-font-style: normal">p_group_count</I> new particle groups and
|
||
returns the particle group number of the first one. The groups are numbered
|
||
sequentially, beginning with the number returned. Each particle group is set to
|
||
have at most <I style="mso-bidi-font-style: normal">max_particles</I> particles.
|
||
Call <B style="mso-bidi-font-weight: normal">pSetMaxParticles</B> to change
|
||
this.</P>
|
||
<P class=MsoNormal>Particle group numbers of groups that have been deleted
|
||
(using <B style="mso-bidi-font-weight: normal">pDeleteParticleGroups</B>) may be
|
||
reused by <B style="mso-bidi-font-weight: normal">pGenParticleGroups</B>.</P>
|
||
<P class=FuncProto>int <B
|
||
style="mso-bidi-font-weight: normal">pGetGroupCount</B>()</P>
|
||
<P class=Description>Returns the number of particles existing in the current
|
||
group.</P>
|
||
<P class=MsoNormal>What the summary says.</P>
|
||
<P class=FuncProto>int <B
|
||
style="mso-bidi-font-weight: normal">pGetParticles</B>(int <I
|
||
style="mso-bidi-font-style: normal">index</I>, int <I
|
||
style="mso-bidi-font-style: normal">count</I>, float *<I
|
||
style="mso-bidi-font-style: normal">position</I> = NULL, float *<I
|
||
style="mso-bidi-font-style: normal">color</I> = NULL, float *<I
|
||
style="mso-bidi-font-style: normal">vel</I> = NULL, float *<I
|
||
style="mso-bidi-font-style: normal">size</I> = NULL, float *<I
|
||
style="mso-bidi-font-style: normal">age</I> = NULL)</P>
|
||
<P class=Description>Copy particles from the current group to application
|
||
memory.</P>
|
||
<P class=MsoNormal>Copies at most <I
|
||
style="mso-bidi-font-style: normal">count</I> particles beginning with the <I
|
||
style="mso-bidi-font-style: normal">index</I>-th particle in the current
|
||
particle group into memory already allocated by the application. Three floats
|
||
are returned for the position of each particle, representing its x,y,z location.
|
||
Four floats are returned for the color of each particle, representing its
|
||
R,G,B,A color. Three floats are returned for the velocity of each particle,
|
||
representing its dx,dy,dz direction vector. Three floats are returned for the
|
||
size of each particle, representing whatever the application wants them to. One
|
||
float is returned for the age of each particle.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">pGetParticles</B>
|
||
returns the number of particles copied to application memory. Of course, the
|
||
number of particles actually returned is bounded by <I
|
||
style="mso-bidi-font-style: normal">count</I> and by the number of particles
|
||
actually in the particle group minus <I
|
||
style="mso-bidi-font-style: normal">index</I>. </P>
|
||
<P class=MsoNormal>If <I style="mso-bidi-font-style: normal">verts, color</I>,
|
||
<I style="mso-bidi-font-style: normal">vel</I>, <I
|
||
style="mso-bidi-font-style: normal">size</I> or <I
|
||
style="mso-bidi-font-style: normal">age</I> is NULL then no position, color,
|
||
velocity, size or age data, respectively, will be returned. <I
|
||
style="mso-bidi-font-style: normal">index</I> and <I
|
||
style="mso-bidi-font-style: normal">count</I> must be at least 0 and less than
|
||
the number of particles. <I style="mso-bidi-font-style: normal">index</I> + <I
|
||
style="mso-bidi-font-style: normal">count</I> must be less than the number of
|
||
particles.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>The following code gets the position of all particles:</P>
|
||
<P class=Note style="TEXT-INDENT: 0.25in">float *ppos = new
|
||
float[pGetGroupCount() * 3];</P>
|
||
<P class=Note style="TEXT-INDENT: 0.25in">int num_ret = pGetParticles(0, MAXINT,
|
||
ppos);</P>
|
||
<P class=Note>As with all arrays in C, the index of the first particle is
|
||
zero.</P>
|
||
<P class=FuncProto>int <B
|
||
style="mso-bidi-font-weight: normal">pSetMaxParticles</B>(int <I
|
||
style="mso-bidi-font-style: normal">max_count</I>)</P>
|
||
<P class=Description>Change the maximum number of particles in the current
|
||
group.</P>
|
||
<P class=MsoNormal>If necessary, this will delete particles from the end of the
|
||
particle group, but no other particles will be deleted.</P>
|
||
<H1>Action List Calls</H1>
|
||
<P class=MsoNormal>These calls create and operate on action lists, which are
|
||
scripts of many actions to be applied together as a block to the current
|
||
particle group. An action list is first created using <B
|
||
style="mso-bidi-font-weight: normal">pGenActionLists</B>, and is then defined by
|
||
calling particle action functions between a call to <B
|
||
style="mso-bidi-font-weight: normal">pNewActionList</B> and a call to <B
|
||
style="mso-bidi-font-weight: normal">pEndActionList</B>. Once the action list is
|
||
created, it is run via <B
|
||
style="mso-bidi-font-weight: normal">pCallActionList</B>. Thus, an action list
|
||
is sort of a higher-level action. Complex behaviors can be stored in an action
|
||
list and then called later, even as part of another action list. Action lists
|
||
cannot be edited. They can only be created or destroyed. To destroy an action
|
||
list, call <B style="mso-bidi-font-weight: normal">pDeleteActionLists</B>.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>When particles are created within a <B
|
||
style="mso-bidi-font-weight: normal">pNewActionList</B> / <B
|
||
style="mso-bidi-font-weight: normal">pEndActionList</B> block, they will receive
|
||
attributes from the state that was current when the action list was created.
|
||
When in immediate mode (not creating or calling an action list), particles are
|
||
created with attributes from the current state.</P>
|
||
<P class=Note>The time step length, <I
|
||
style="mso-bidi-font-style: normal">dt</I>, uses the value that is current when
|
||
<B style="mso-bidi-font-weight: normal">pCallActionList</B> is executed, not the
|
||
value of <I style="mso-bidi-font-style: normal">dt</I> when the action list was
|
||
created. This allows <I style="mso-bidi-font-style: normal">dt</I> to be
|
||
modified without recompiling action lists. Maybe this isn't a good idea. If it
|
||
should be the other way in the future, let me know.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pCallActionList</B>(int <I
|
||
style="mso-bidi-font-style: normal">action_list_num</I>)</P>
|
||
<P class=Description>Apply the specified action list to the current particle
|
||
group.</P>
|
||
<P class=MsoNormal>Call the action functions as specified when this action list
|
||
was created with <B style="mso-bidi-font-weight: normal">pNewActionList</B>. The
|
||
actions are executed with the state elements values in effect when the action
|
||
list was created, except the current global value of <I
|
||
style="mso-bidi-font-style: normal">dt</I> is used, not the value of <I
|
||
style="mso-bidi-font-style: normal">dt</I> when the list was created.</P>
|
||
<P class=Description>pCallActionList <SPAN style="FONT-WEIGHT: normal">is the
|
||
only function other than actions that can be stored in an action list. This
|
||
allows action lists to become atomic operations in more complex action lists.
|
||
When calling </SPAN>pCallActionList<SPAN style="FONT-WEIGHT: normal"> during the
|
||
creation of a new action list, <I
|
||
style="mso-bidi-font-style: normal">action_list_num</I> does not need to
|
||
indicate an existing action list.<o:p></o:p></SPAN></P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>It is an error for <I
|
||
style="mso-bidi-font-style: normal">action_list_num</I> to not indicate an
|
||
existing (generated) action list.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pDeleteActionLists</B>(int <I
|
||
style="mso-bidi-font-style: normal">action_list_num</I>, int <I
|
||
style="mso-bidi-font-style: normal">action_list_count</I> = 1)</P>
|
||
<P class=Description>Delete one or more consecutive action lists.</P>
|
||
<P class=MsoNormal>Deletes <I
|
||
style="mso-bidi-font-style: normal">action_list_count</I> action lists, with <I
|
||
style="mso-bidi-font-style: normal">action_list_num</I> being the list number of
|
||
the first one. The lists must be numbered sequentially, and must all exist. This
|
||
removes the specified action lists from existence.</P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pEndActionList</B>()</P>
|
||
<P class=Description>End the creation of a new action list.</P>
|
||
<P class=FuncProto>int <B
|
||
style="mso-bidi-font-weight: normal">pGenActionLists</B>(int <I
|
||
style="mso-bidi-font-style: normal">action_list_count</I> = 1)</P>
|
||
<P class=Description>Generate a block of empty action lists.</P>
|
||
<P class=MsoNormal>All list numbers are in sequential order starting with the
|
||
first list. Returns the action list number of the first allocated list. Valid
|
||
action list numbers are non-negative.</P>
|
||
<P class=MsoNormal><![if !supportEmptyParas]><![endif]> <o:p></o:p></P>
|
||
<P class=FuncProto>void <B
|
||
style="mso-bidi-font-weight: normal">pNewActionList</B>(int <I
|
||
style="mso-bidi-font-style: normal">action_list_num</I>)</P>
|
||
<P class=Description>Begin the creation of the specified action list.</P>
|
||
<P class=MsoNormal>The <I
|
||
style="mso-bidi-font-style: normal">action_list_num</I> must have already been
|
||
generated using <B style="mso-bidi-font-weight: normal">pGenActionLists</B>.
|
||
Most calls other than actions cannot be made between a call to <B
|
||
style="mso-bidi-font-weight: normal">pNewActionList</B> and the corresponding
|
||
call to <B style="mso-bidi-font-weight: normal">pEndActionList</B>.</P>
|
||
<P class=MsoNoteHeading>NOTES</P>
|
||
<P class=Note>If called on an action list that has previously been defined, the
|
||
previous contents of the action list are destroyed and the action list will be
|
||
created anew. This is as with <B
|
||
style="mso-bidi-font-weight: normal">glNewList</B> in OpenGL.</P>
|
||
<H1>Domains</H1>
|
||
<P class=MsoNormal>A Domain is a representation of a region of space. For
|
||
example, the <B style="mso-bidi-font-weight: normal">pSource</B> action uses a
|
||
domain to describe the volume in which a particle will be created. A random
|
||
point within the domain is chosen as the initial position of the particle. The
|
||
<B style="mso-bidi-font-weight: normal">pAvoid</B>,<B
|
||
style="mso-bidi-font-weight: normal"> pSink</B> and <B
|
||
style="mso-bidi-font-weight: normal">pBounce</B> actions use domains to describe
|
||
a volume in space for particles to steer around, die when they enter, or bounce
|
||
off, respectively.</P>
|
||
<P class=MsoNormal>Domains are also used to describe velocities. Picture the
|
||
velocity vector as having its tail at the origin and its tip being in the
|
||
domain.</P>
|
||
<P class=MsoNormal>Finally, domains can be used to describe colors. For drawing
|
||
with OpenGL, the full color space is 0.0 -> 1.0 in the red, green, and blue
|
||
axes. For example, the domain <B
|
||
style="mso-bidi-font-weight: normal">PDLine</B>, 1, 0, 0, 1, 1, 0 will choose
|
||
points on a line between red and yellow. Points outside the 0.0 -> 1.0 range
|
||
will not be clamped, but eventually will be clamped deep within the OpenGL
|
||
pipeline.</P>
|
||
<P class=MsoNormal>Since data from particle systems can be used by more than
|
||
just the OpenGL renderer, the floating point triple used for color can mean
|
||
different things to different consumers of the data. For example, if a software
|
||
renderer used colors on the range 0 -> 255, the domain used to choose the
|
||
colors can be on that range. The color space does not even need to be thought of
|
||
as RGB, but will be for use in OpenGL.</P>
|
||
<P class=MsoNormal>Several types of domains can be specified. The two basic
|
||
abstract operations on a domain are <B
|
||
style="mso-bidi-font-weight: normal">Generate</B>, which returns a random point
|
||
in the domain, and <B style="mso-bidi-font-weight: normal">Within</B>, which
|
||
tells whether a given point is within the domain. Functions such as <B
|
||
style="mso-bidi-font-weight: normal">pSource</B> that take a domain as an
|
||
argument take it in the form of a <B
|
||
style="mso-bidi-font-weight: normal">PDomainEnum</B>, followed by nine floats.
|
||
The <B style="mso-bidi-font-weight: normal">PDomainEnum</B> is one of the
|
||
symbolic constants listed below, such as <B
|
||
style="mso-bidi-font-weight: normal">PDPoint</B>. The nine floats mean different
|
||
things for each type of domain, as described below. Not all domains require all
|
||
nine floats. You only need to specify the first few values that are relevant to
|
||
that domain type. The rest default to 0.0 and will be ignored.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">PDPoint<SPAN
|
||
style="mso-tab-count: 1"> </SPAN></B><I style="mso-bidi-font-style: normal">x,
|
||
y, z<o:p></o:p></I></P>
|
||
<P class=MsoNormal>This domain is a single point.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">Generate</B> always
|
||
returns this point. <B style="mso-bidi-font-weight: normal">Within</B> always
|
||
returns false.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">PDLine<SPAN
|
||
style="mso-tab-count: 1"> </SPAN></B><I
|
||
style="mso-bidi-font-style: normal">x1, y1, z1, x2, y2, z2<o:p></o:p></I></P>
|
||
<P class=MsoNormal>These are the endpoints of a line segment.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">Generate</B> returns
|
||
a random point on this segment. <B
|
||
style="mso-bidi-font-weight: normal">Within</B> always returns false.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">PDTriangle<SPAN
|
||
style="mso-tab-count: 1">
|
||
</SPAN></B><I style="mso-bidi-font-style: normal">x0, y0, z0, x1, y1, z1, x2,
|
||
y2, z2<o:p></o:p></I></P>
|
||
<P class=MsoNormal>These are the vertices of a triangle. The triangle can be
|
||
used to define an arbitrary geometrical model for particles to bounce off, or
|
||
generate particles on its surface (and explode them), etc.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">Generate</B> returns
|
||
a random point in the triangle. <B style="mso-bidi-font-weight: normal">Within
|
||
</B>always returns false. [This must eventually change so we can sink particles
|
||
that enter/exit a model. Suggestions?]</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">PDPlane<SPAN
|
||
style="mso-tab-count: 1">
|
||
</SPAN></B><I style="mso-bidi-font-style: normal">ox, oy, oz, nx, ny,
|
||
nz<o:p></o:p></I></P>
|
||
<P class=MsoNormal>The point <I style="mso-bidi-font-style: normal">o</I> is a
|
||
point on the plane. <I style="mso-bidi-font-style: normal">n</I> is the normal
|
||
vector of the plane. It need not be unit length. If you have a plane in <I
|
||
style="mso-bidi-font-style: normal">a,b,c,d</I> form remember that <I
|
||
style="mso-bidi-font-style: normal">n = [a,b,c] </I>and you can compute a
|
||
suitable point <I style="mso-bidi-font-style: normal">o</I> as <I
|
||
style="mso-bidi-font-style: normal">o = -n*d.</I> The normal will get
|
||
normalized, so it need not already be normalized.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">Generate</B> returns
|
||
the point <I style="mso-bidi-font-style: normal">o.<o:p></o:p></I></P>
|
||
<P class=MsoNormal><SPAN style="mso-spacerun: yes"> </SPAN><B
|
||
style="mso-bidi-font-weight: normal">Within</B> returns true if the point is in
|
||
the positive half-space of the plane (in the plane or on the side that <I
|
||
style="mso-bidi-font-style: normal">n</I> points to).</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">PDRectangle<SPAN
|
||
style="mso-tab-count: 1">
|
||
</SPAN></B><I style="mso-bidi-font-style: normal">ox, oy, oz, ux, uy, uz, vx,
|
||
vy, vz<o:p></o:p></I></P>
|
||
<P class=MsoNormal>The point <I style="mso-bidi-font-style: normal">o</I> is a
|
||
point on the plane. <I style="mso-bidi-font-style: normal">u</I> and <I
|
||
style="mso-bidi-font-style: normal">v</I> are (non-parallel) basis vectors in
|
||
the plane. They don't need to be normal or orthogonal.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">Generate</B> returns
|
||
a random point in the diamond-shaped patch whose corners are <I
|
||
style="mso-bidi-font-style: normal">o</I>, <I
|
||
style="mso-bidi-font-style: normal">o</I>+<I
|
||
style="mso-bidi-font-style: normal">u</I>, <I
|
||
style="mso-bidi-font-style: normal">o</I>+<I
|
||
style="mso-bidi-font-style: normal">u</I>+<I
|
||
style="mso-bidi-font-style: normal">v</I>, and <I
|
||
style="mso-bidi-font-style: normal">o</I>+<I
|
||
style="mso-bidi-font-style: normal">v.</I> <B
|
||
style="mso-bidi-font-weight: normal">Within</B> returns true if the point is in
|
||
the positive half-space of the plane (in the plane or on the side that the
|
||
normal (<I style="mso-bidi-font-style: normal">u</I> cross <I
|
||
style="mso-bidi-font-style: normal">v</I>) points to).</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">PDBox<SPAN
|
||
style="mso-tab-count: 1"> </SPAN></B><I
|
||
style="mso-bidi-font-style: normal">x1, y1, z1, x2, y2, z2<o:p></o:p></I></P>
|
||
<P class=MsoNormal>These are the minima and maxima of an axis-aligned box. It
|
||
doesn't matter which of each coordinate is min and which is max.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">Generate</B> returns
|
||
a random point in this box. <B style="mso-bidi-font-weight: normal">Within</B>
|
||
returns true if the point is in the box.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">PDSphere<SPAN
|
||
style="mso-tab-count: 1">
|
||
</SPAN></B><I style="mso-bidi-font-style: normal">ox, oy, oz, radius1,
|
||
radius2</I> = 0.0</P>
|
||
<P class=MsoNormal>The point <I style="mso-bidi-font-style: normal">o</I> is the
|
||
center of the sphere. <I style="mso-bidi-font-style: normal">radius1</I> is the
|
||
outer radius of the shell and <I style="mso-bidi-font-style: normal">radius2</I>
|
||
is the inner radius.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">Generate</B> returns
|
||
a random point in the thick shell at a distance between <I
|
||
style="mso-bidi-font-style: normal">radius1</I> to <I
|
||
style="mso-bidi-font-style: normal">radius2</I> from point <I
|
||
style="mso-bidi-font-style: normal">o</I>. If <I
|
||
style="mso-bidi-font-style: normal">radius2</I> is 0, then it is the whole
|
||
sphere. <B style="mso-bidi-font-weight: normal">Within</B> returns true if the
|
||
point lies within the thick shell at a distance between <I
|
||
style="mso-bidi-font-style: normal">radius1</I> to <I
|
||
style="mso-bidi-font-style: normal">radius2</I> from point <I
|
||
style="mso-bidi-font-style: normal">o</I>.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">PDCylinder<SPAN
|
||
style="mso-tab-count: 1">
|
||
</SPAN></B><I style="mso-bidi-font-style: normal">x1, y1, z1, x2, y2, z2,
|
||
radius1, radius2</I> = 0.0</P>
|
||
<P class=MsoNormal>The two points are the endpoints of the axis of the cylinder.
|
||
<I style="mso-bidi-font-style: normal">radius1</I> is the outer radius, and <I
|
||
style="mso-bidi-font-style: normal">radius2</I> is the inner radius for a
|
||
cylindrical shell. <I style="mso-bidi-font-style: normal">radius2</I> = 0 for a
|
||
solid cylinder with no empty space in the middle.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">Generate</B> returns
|
||
a random point in the cylindrical shell. <B
|
||
style="mso-bidi-font-weight: normal">Within</B> returns true if the point is
|
||
within the cylindrical shell.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">PDCone<SPAN
|
||
style="mso-tab-count: 1"> </SPAN><SPAN
|
||
style="mso-tab-count: 1">
|
||
</SPAN></B><I style="mso-bidi-font-style: normal">x1, y1, z1, x2, y2, z2,
|
||
radius1, radius2</I> = 0.0</P>
|
||
<P class=MsoNormal>The first point is the apex of the cone and the second is the
|
||
other endpoint of the axis of the cone. <I
|
||
style="mso-bidi-font-style: normal">radius1</I> is the radius of the base of the
|
||
cone. <I style="mso-bidi-font-style: normal">radius2</I> is the radius of the
|
||
base of a cone to subtract from the first cone to create a conical shell. This
|
||
is similar to the cylindrical shell, which can be thought of as a large cylinder
|
||
with a smaller cylinder subtracted from the middle. Both cones share the same
|
||
apex and axis, which implies that the thickness of the conical shell tapers to 0
|
||
at the apex.<I style="mso-bidi-font-style: normal"> radius2</I> = 0 for a solid
|
||
cone with no empty space in the middle.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">Generate</B> returns
|
||
a random point in the conical shell. <B
|
||
style="mso-bidi-font-weight: normal">Within</B> returns true if the point is
|
||
within the conical shell.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">PDBlob<SPAN
|
||
style="mso-tab-count: 1"> </SPAN><SPAN
|
||
style="mso-tab-count: 1">
|
||
</SPAN></B><I style="mso-bidi-font-style: normal">x, y, z,
|
||
stdev<o:p></o:p></I></P>
|
||
<P class=MsoNormal>The point<I style="mso-bidi-font-style: normal"> x, y, z</I>
|
||
is the center of a normal probability density of standard deviation <I
|
||
style="mso-bidi-font-style: normal">stdev</I>. The density is radially
|
||
symmetrical. The blob domain allows for some very natural-looking effects
|
||
because there is no sharp, artificial-looking boundary at the edge of the
|
||
domain.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">Generate</B> returns
|
||
a point with normal probability density. <B
|
||
style="mso-bidi-font-weight: normal">Within</B> has a probability of returning
|
||
true equal to the probability density at the specified point.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">PDDisc<SPAN
|
||
style="mso-tab-count: 1"> </SPAN><SPAN
|
||
style="mso-tab-count: 1">
|
||
</SPAN></B><I style="mso-bidi-font-style: normal">x, y, z, nx, ny, nz, radius1,
|
||
radius2</I> = 0.0<I style="mso-bidi-font-style: normal"><o:p></o:p></I></P>
|
||
<P class=MsoNormal>The point<I style="mso-bidi-font-style: normal"> x, y, z</I>
|
||
is the center of a disc in the plane with normal <I
|
||
style="mso-bidi-font-style: normal">nx, ny, nz</I>. The disc has outer radius <I
|
||
style="mso-bidi-font-style: normal">radius1</I> and inner radius <I
|
||
style="mso-bidi-font-style: normal">radius2</I>. The normal will get normalized,
|
||
so it need not already be normalized.</P>
|
||
<P class=MsoNormal><B style="mso-bidi-font-weight: normal">Generate</B> returns
|
||
a point inside the disc. <B style="mso-bidi-font-weight: normal">Within</B>
|
||
returns false.</P>
|
||
<H1>Appendix</H1>
|
||
<H2>Acknowledgements</H2>
|
||
<P class=MsoNormal>Code for some of the particle actions and several concepts
|
||
regarding the structure of the API are thanks to Jonathan P. Leech, <A
|
||
href="mailto:ljp@sgi.com">ljp@sgi.com</A>. See also:</P>
|
||
<P class=MsoNormal>Jonathan Leech and Russell M. Taylor II, "Interactive
|
||
Modeling Using Particle Systems", Proceedings of the 2nd Conference on Discrete
|
||
Element Methods, MIT, spring 1993, pp. 105-116.</P>
|
||
<P class=MsoNormal>Thanks to Mark B. Allen of NASA Ames Research Center for
|
||
finding bugs, making suggestions and implementing the particle length
|
||
attribute.</P>
|
||
<P class=MsoNormal>Thanks to Jason Pratt of CMU Stage 3 research group (makers
|
||
of ALICE) for adding the PDTriangle domain. This is a powerful feature that
|
||
should have been there the whole time.</P>
|
||
<H2>Recent Changes</H2>
|
||
<H3>New in version 1.20.</H3>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Added a gaussian splat drawing mode to pspray. You can
|
||
draw either as a triangle or a quad with a gaussian alpha texture.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Added a <B
|
||
style="mso-bidi-font-weight: normal">PDDisc</B> domain for generating and
|
||
bouncing.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Split the <B
|
||
style="mso-bidi-font-weight: normal">PDPlane</B> domain into <B
|
||
style="mso-bidi-font-weight: normal">PDPlane</B>, for infinite planes and
|
||
half-spaces; and <B style="mso-bidi-font-weight: normal">PDRectangle</B>, for
|
||
rhombus-shaped planar patches.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Added <B
|
||
style="mso-bidi-font-weight: normal">pTargetVelocity</B> to make all particles
|
||
tend toward a given velocity. This is a component of Boids.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Added <B
|
||
style="mso-bidi-font-weight: normal">pMatchVelocity</B> to match velocity to
|
||
near neighbors.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Added <B style="mso-bidi-font-weight: normal">pAvoid</B>
|
||
to steer to avoid the given domain.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Added <B
|
||
style="mso-bidi-font-weight: normal">pSpeedLimit</B>.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Removed <B
|
||
style="mso-bidi-font-weight: normal">pKillSlow</B>. Instead use <B
|
||
style="mso-bidi-font-weight: normal">pSinkVelocity</B>.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Fixed a bug in the Within logic for <B
|
||
style="mso-bidi-font-weight: normal">PDBlob</B> so now it<69>s right.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Demonstrated flocking behavior using a Boids demo.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Changed <B
|
||
style="mso-bidi-font-weight: normal">pGetParticles</B> so that <I
|
||
style="mso-bidi-font-style: normal">verts</I> can be NULL. It now returns the
|
||
number of particles it<69>s copying. This way you can just tell it the size of your
|
||
array instead of having to call <B
|
||
style="mso-bidi-font-weight: normal">pGetGroupCount</B>.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Changed the particle size scalar to be a domain. This
|
||
will allow greater expression of particle shape. Orientation becomes more
|
||
important. Added <B style="mso-bidi-font-weight: normal">pSizeD</B> to specify
|
||
it. Changed <B style="mso-bidi-font-weight: normal">pGetParticles</B> so that it
|
||
returns three floats per particle for size.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>For Windows, made it a DLL instead of a static
|
||
library.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>For Windows, ships with a DLL compiled with the Intel
|
||
Vtune compiler (a bit faster).</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Made pspray choose a demo randomly on startup.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Made <B
|
||
style="mso-bidi-font-weight: normal">pStartingAge</B> take an optional parameter
|
||
for the standard deviation of random starting ages, centered at <I
|
||
style="mso-bidi-font-style: normal">age</I>.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Replaced the <I
|
||
style="mso-bidi-font-style: normal">lifetime</I> parameter of explosions with <I
|
||
style="mso-bidi-font-style: normal">stdev</I> and made the shock wave be
|
||
gaussian instead of square. This will fix the ugly stratification effects in
|
||
explosions of very dense particle clouds.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Updated the documentation.</P>
|
||
<P class=MsoList style="mso-list: l3 level1 lfo3; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Changed <B
|
||
style="mso-bidi-font-weight: normal">pCallActionList</B> to be storable in
|
||
action lists, as the docs said.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Added a trivial app. for learning the API.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Made a rocket demo. It has the rockets in one particle
|
||
group and their sparks in another, generated at the rocket positions.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>When re-using an action list that was already generated,
|
||
it now properly deletes the previous actions.</P>
|
||
<H2>To Do</H2>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Add a TOC listing all functions.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Change <B
|
||
style="mso-bidi-font-weight: normal">pDraw*</B> const_ to apply_, reverse the
|
||
sense of it, and make it so if false, color isn<73>t touched.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Compound domains (so you can define a whole model as a
|
||
single domain instead of a zillion triangle domains). This may be the answer for
|
||
obstacle avoidance.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Const_size isn<73>t used in pDrawGroupp.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>For the pspray demo, have it randomly change modes
|
||
occasionally.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Have a secondary color for each particle.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>How can you add user-defined particle attributes? For
|
||
now, <B style="mso-bidi-font-weight: normal">pSize</B> is the best we can
|
||
do.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Make a screensaver.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Make color and size be generic attributes with generic
|
||
attribute operators.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]><B
|
||
style="mso-bidi-font-weight: normal">pDensityColor</B> - color is f
|
||
(density)</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]><B
|
||
style="mso-bidi-font-weight: normal">pPositionColor</B> - color is f
|
||
(position)</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]><B style="mso-bidi-font-weight: normal">pRandomColor</B>
|
||
- random domain is added to color</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]><B
|
||
style="mso-bidi-font-weight: normal">pVelocityColor</B> - color is f(
|
||
velocity)</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]><B
|
||
style="mso-bidi-font-weight: normal">pVelocitySize</B> - size is f(velocity)</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Test multiple particle groups better.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Think about changing <I
|
||
style="mso-bidi-font-style: normal">dt</I> to not be a global value. I don<6F>t
|
||
think I<>ll do it.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Think about removing <B
|
||
style="mso-bidi-font-weight: normal">pDraw*</B> from the API since they are
|
||
OpenGL dependent.</P>
|
||
<P class=MsoList style="mso-list: l0 level1 lfo4; tab-stops: list .25in"><![if !supportLists]><SPAN
|
||
style="FONT-FAMILY: Symbol"><EFBFBD><SPAN
|
||
style="FONT: 7pt 'Times New Roman'">
|
||
</SPAN></SPAN><![endif]>Change <B
|
||
style="mso-bidi-font-weight: normal">pVortex</B> to accelerate the particles
|
||
instead of displacing them. Tried it. Hard.</P></DIV></BODY></HTML>
|