书名:代码本色:用编程模拟自然系统
作者:Daniel Shiffman
译者:周晗彬
ISBN:978-7-115-36947-5
目录
4.13 图像纹理和加法混合
1、粒子系统图像纹理
既然谈到粒子系统,我们还是有必要探讨一下用粒子纹理化渲染图像的例子。在你在设计特效时,如何选择粒子的绘制方式往往是个难题。
在开始编码前,我们应该先准备好纹理图像。我建议你使用PNG格式的图像,因为在绘制图像时,Processing会为你保留PNG的alpha通道(透明度),这是你将这些纹理作为粒子叠加渲染时所必须的。一旦你将PNG图像放到Sketch的data目录中,后续只要写少量代码就可以完成这个功能。
2、示例
示例代码4-8 粒子系统图像纹理
ParticleSystem ps;
void setup() {
size(640,360);
PImage img = loadImage("texture.png");
ps = new ParticleSystem(0,new PVector(width/2,height-75),img);
}
void draw() {
background(0);
// Calculate a "wind" force based on mouse horizontal position
float dx = map(mouseX,0,width,-0.2,0.2);
PVector wind = new PVector(dx,0);
ps.applyForce(wind);
ps.run();
for (int i = 0; i < 2; i++) {
ps.addParticle();
}
// Draw an arrow representing the wind force
drawVector(wind, new PVector(width/2,50,0),500);
}
// Renders a vector object 'v' as an arrow and a position 'loc'
void drawVector(PVector v, PVector pos, float scayl) {
pushMatrix();
float arrowsize = 4;
// Translate to position to render vector
translate(pos.x,pos.y);
stroke(255);
// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
rotate(v.heading2D());
// Calculate length of vector & scale it to be bigger or smaller if necessary
float len = v.mag()*scayl;
// Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction)
line(0,0,len,0);
line(len,0,len-arrowsize,+arrowsize/2);
line(len,0,len-arrowsize,-arrowsize/2);
popMatrix();
}
Particle.pde
class Particle {
PVector pos;
PVector vel;
PVector acc;
float lifespan;
PImage img;
Particle(PVector l,PImage img_) {
acc = new PVector(0,0);
float vx = randomGaussian()*0.3;
float vy = randomGaussian()*0.3 - 1.0;
vel = new PVector(vx,vy);
pos = l.get();
lifespan = 100.0;
img = img_;
}
void run() {
update();
render();
}
// Method to apply a force vector to the Particle object
// Note we are ignoring "mass" here
void applyForce(PVector f) {
acc.add(f);
}
// Method to update position
void update() {
vel.add(acc);
pos.add(vel);
lifespan -= 2.5;
acc.mult(0); // clear Acceleration
}
// Method to display
void render() {
imageMode(CENTER);
tint(255,lifespan);
image(img,pos.x,pos.y);
// Drawing a circle instead
// fill(255,lifespan);
// noStroke();
// ellipse(pos.x,pos.y,img.width,img.height);
}
// Is the particle still useful?
boolean isDead() {
if (lifespan <= 0.0) {
return true;
} else {
return false;
}
}
}
ParticleSystem.pde
class ParticleSystem {
ArrayList<Particle> particles; // An arraylist for all the particles
PVector origin; // An origin point for where particles are birthed
PImage img;
ParticleSystem(int num, PVector v, PImage img_) {
particles = new ArrayList<Particle>(); // Initialize the arraylist
origin = v.get(); // Store the origin point
img = img_;
for (int i = 0; i < num; i++) {
particles.add(new Particle(origin, img)); // Add "num" amount of particles to the arraylist
}
}
void run() {
for (int i = particles.size()-1; i >= 0; i--) {
Particle p = particles.get(i);
p.run();
if (p.isDead()) {
particles.remove(i);
}
}
}
// Method to add a force vector to all particles currently in the system
void applyForce(PVector dir) {
// Enhanced loop!!!
for (Particle p: particles) {
p.applyForce(dir);
}
}
void addParticle() {
particles.add(new Particle(origin, img));
}
}