aboutsummaryrefslogtreecommitdiffstats
path: root/demos/RonsDemos/particle.java
blob: 7f1d552b9fde74e330913bb0a439c68cacaa2bf9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
/**
 * @(#) particle.java
 * @(#) author: Nate Robins (converted to Java by Ron Cemer)
 */

/* 
    particle
    Nate Robins, 1997

    An example of a simple particle system.
 */

import java.applet.*;
import java.awt.*;
import java.awt.event.*;
import java.lang.*;
import java.util.*;
import java.io.*;
import java.util.*;
import gl4java.GLContext;
import gl4java.awt.GLAnimCanvas;
import gl4java.applet.SimpleGLAnimApplet1;

public class particle extends SimpleGLAnimApplet1
{
    private static final int PS_WATERFALL = 0, PS_FOUNTAIN = 1;
    private static Random random = null;

        /* Initialize the applet */


	public void init()
	{
	super.init();
        Dimension d = getSize();
        canvas = new particleCanvas(d.width, d.height);
        add("Center", canvas);
	canvas.requestFocus();
        random = new Random(System.currentTimeMillis());
	}


    private class PSsphere
    {
        protected float x, y, z;
        protected float radius, radiussquared;

        public PSsphere(float x, float y, float z, float radius)
        {
            this.x = x;
            this.y = y;
            this.z = z;
            this.radius = radius;
            radiussquared = radius*radius;
        }
    }

    private class PSparticle
    {
        private final float PS_GRAVITY = -9.8f;

        protected float position[] = new float[3];  /* current position */
        protected float previous[] = new float[3];  /* previous position */
        protected float velocity[] = new float[3];  /* velocity (magnitude & direction) */
        protected float dampening = 0.0f;           /* % of energy lost on collision */
        protected boolean alive = false;            /* is this particle alive? */

        public PSparticle()
        {
            velocity[0] = previous[0] = position[0] = 0.0f;
            velocity[1] = previous[1] = position[1] = 0.0f;
            velocity[2] = previous[2] = position[2] = 0.0f;
            dampening = 0.0f;
            alive = false;
        }

        public PSparticle(float dt, int type)
        {
            if (type == PS_WATERFALL)
            {
                velocity[0] = (random.nextFloat()-0.5f);
                velocity[1] = 0.0f;
                velocity[2] = 0.5f*random.nextFloat();
                position[0] = 0.0f;
                position[1] = 2.0f;
                position[2] = 0.0f;
                dampening = 0.45f*random.nextFloat();
            }
            else if (type == PS_FOUNTAIN)
            {
                velocity[0] = 2.0f*(random.nextFloat()-0.5f);
                velocity[1] = 6.0f;
                velocity[2] = 2.0f*(random.nextFloat()-0.5f);
                position[0] = 0.0f;
                position[1] = 0.0f;
                position[2] = 0.0f;
                dampening = 0.35f*random.nextFloat();
            }
            previous[0] = position[0];
            previous[1] = position[1];
            previous[2] = position[2];
            alive = true;
            psTimeStep(2.0f*dt*random.nextFloat());
        }

        public void psTimeStep(float dt)
        {
            if (!alive) return;

            velocity[1] += PS_GRAVITY*dt;
            
            previous[0] = position[0];
            previous[1] = position[1];
            previous[2] = position[2];
            
            position[0] += velocity[0]*dt;
            position[1] += velocity[1]*dt;
            position[2] += velocity[2]*dt;
        }

            /* psBounce: the particle has gone past (or exactly hit) the
               ground plane, so calculate the time at which the particle
               actually intersected the ground plane (s).  essentially, this
               just rolls back time to when the particle hit the ground plane,
               then starts time again from then.
            
               -  -   o A  (previous position)
               |  |    \
               |  s     \   o  (position it _should_ be at) -
               t  |      \ /                                | t - s 
               |  - ------X--------                         -
               |           \
               -            o B  (new position)
                           
               A + V*s = 0 or s = -A/V
            
               to calculate where the particle should be:
            
               A + V*t + V*(t-s)*d
            
               where d is a damping factor which accounts for the loss
               of energy due to the bounce. */
        public void psBounce(float dt)
        {
            if (!alive) return;

                /* since we know it is the ground plane, we only need to
                   calculate s for a single dimension. */
            float s = -previous[1]/velocity[1];

            position[0] =
                (previous[0] + velocity[0]*s + velocity[0]*(dt-s)*dampening);
            position[1] =
                -velocity[1] * (dt-s) * dampening; /* reflect */
            position[2] =
                (previous[2] + velocity[2]*s + velocity[2]*(dt-s)*dampening);

                /* damp the reflected velocity (since the particle hit
                   something, it lost some energy) */
            velocity[0] *=  dampening;
            velocity[1] *= -dampening;        /* reflect */
            velocity[2] *=  dampening;
        }

        public void psCollide(PSsphere sphere)
        {
            if (!alive) return;

            float vx = position[0] - sphere.x;
            float vy = position[1] - sphere.y;
            float vz = position[2] - sphere.z;
            float distance, distancesquared;

                // Use distancesquared and radiussquared for comparison,
                // eliminating the sqrt() call unless it is absolutely
                // necessary, since it is time-consuming.
            distancesquared = (vx*vx + vy*vy + vz*vz);
            if (distancesquared < sphere.radiussquared)
            {
                distance = (float)Math.sqrt(distancesquared);
                position[0] = sphere.x+(vx/distance)*sphere.radius;
                position[1] = sphere.y+(vy/distance)*sphere.radius;
                position[2] = sphere.z+(vz/distance)*sphere.radius;
                previous[0] = position[0];
                previous[1] = position[1];
                previous[2] = position[2];
                velocity[0] = vx/distance;
                velocity[1] = vy/distance;
                velocity[2] = vz/distance;
            }
        }
    }


        /* Local GLAnimCanvas extension class */


    private class particleCanvas extends GLAnimCanvas
        implements MouseListener, MouseMotionListener, KeyListener
    {
        private static final float M_PI = 3.14159265359f;

        private MatrixFuncs mtxfuncs = null;
        private int prevMouseX, prevMouseY;
        private boolean mouseRButtonDown = false;
        private float rot_matrix[] =
        {
            1.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 1.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 1.0f, 0.0f,
            0.0f, 0.0f, 0.0f, 1.0f
        };

        private PSparticle[] particles = null;
        private PSsphere sphere = new PSsphere(0.0f,1.0f,0.0f,0.25f);
        private int num_particles = 5000;
        private int living = 0;      /* index to end of live particles */
        private int type = PS_WATERFALL;
        private boolean use_lines = false;
        private boolean do_sphere = false;
        private float flow = 500.0f;
        private float slow_down = 1.0f;
        private int point_size = 3;
        private int sphere_list = 0;

        public particleCanvas(int w, int h)
        {
            super(w, h);
            GLContext.gljNativeDebug = false;
            GLContext.gljClassDebug = false;
            setAnimateFps(30.0);

            mtxfuncs = new MatrixFuncs();
        }
    
        public void preInit()
        {
            doubleBuffer = true;
            stereoView = false;
        }
    
        public void init()
        {
            System.out.println("init(): " + this);
            reshape(getSize().width, getSize().height);

            setInitialRotation();

            particles = new PSparticle[num_particles];
            for (int i = 0; i < num_particles; i++)
                particles[i] = new PSparticle();

            sphere_list = gl.glGenLists(1);
            gl.glNewList(sphere_list,GL_COMPILE);
            gl.glColor3ub((byte)0, (byte)255, (byte)128);
            long qobj = glu.gluNewQuadric();
            glu.gluQuadricOrientation(qobj,GLU_OUTSIDE);
            glu.gluQuadricNormals(qobj,GLU_SMOOTH);
            glu.gluQuadricTexture(qobj,false);
            glu.gluSphere(qobj,sphere.radius, 16, 16);
            glu.gluDeleteQuadric(qobj);
            gl.glEndList();

            glj.gljCheckGL();

            addMouseListener(this);
            addMouseMotionListener(this);
            addKeyListener(this);
        }
    
        public void doCleanup()
        {
            System.out.println("destroy(): " + this);
            removeMouseListener(this);
            removeMouseMotionListener(this);
            removeKeyListener(this);
        }
    
        public void reshape(int width, int height)
        {
            gl.glViewport(0,0,width,height);

            float black[] = { 0, 0, 0, 0 };
            
            gl.glMatrixMode(GL_PROJECTION);
            gl.glLoadIdentity();
            glu.gluPerspective(60, 1, 0.1, 1000);
            gl.glMatrixMode(GL_MODELVIEW);
            gl.glLoadIdentity();
            glu.gluLookAt(0, 1, 3, 0, 1, 0, 0, 1, 0);
            gl.glFogfv(GL_FOG_COLOR, black);
            gl.glFogf(GL_FOG_START, 2.5f);
            gl.glFogf(GL_FOG_END, 4f);
            gl.glEnable(GL_FOG);
            gl.glFogi(GL_FOG_MODE, GL_LINEAR);
            gl.glPointSize(point_size);
            gl.glEnable(GL_POINT_SMOOTH);
            gl.glEnable(GL_BLEND);
            gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            gl.glEnable(GL_COLOR_MATERIAL);
            gl.glEnable(GL_DEPTH_TEST);
            gl.glEnable(GL_LIGHT0);
            
            timedelta();
        }

        public void display()
        {
            if (glj.gljMakeCurrent() == false) return;

            gl.glPushMatrix();
            gl.glMultMatrixf(rot_matrix);

                // Update particles.

            float dt = timedelta();
            float truedt = dt;

                /* slow the simulation if we can't keep the frame rate up
                   around 10 fps */
            if (dt > 0.1f)
                slow_down = 0.75f;
            else if (dt < 0.1f)
                slow_down = 1.0f;
            dt *= slow_down;

                /* resurrect a few particles */
            for (int i = 0; i < flow*dt; i++)
            {
                particles[living] = new PSparticle(dt,type);
                living++;
                if (living >= num_particles) living = 0;
            }

            for (int i = 0; i < num_particles; i++)
            {
                particles[i].psTimeStep(dt);
                    /* collision with sphere? */
                if (do_sphere) particles[i].psCollide(sphere);
                    /* collision with ground? */
                if (particles[i].position[1] <= 0.0f)
                    particles[i].psBounce(dt);
                    /* dead particle? */
                if (   (particles[i].position[1] < 0.1f)
                    && (Math.abs(particles[i].velocity[1]) < 0.2f)   )
                    particles[i].alive = false;
            }

                // Draw the scene.

            gl.glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
            
            gl.glEnable(GL_LIGHTING);
            if (do_sphere)
            {
                gl.glPushMatrix();
                gl.glTranslatef(sphere.x, sphere.y, sphere.z);
                gl.glCallList(sphere_list);
                gl.glPopMatrix();
            }
            gl.glDisable(GL_LIGHTING);
            
            gl.glColor3ub((byte)0, (byte)128, (byte)255);
            gl.glBegin(GL_QUADS);
            gl.glVertex3f(-2f, 0f, -2f);
            gl.glVertex3f(-2f, 0f, 2f);
            gl.glVertex3f(2f, 0f, 2f);
            gl.glVertex3f(2f, 0f, -2f);
            gl.glEnd();

            float r, g;
            if (!use_lines)
            {
                gl.glBegin(GL_POINTS);
                for (int i = 0; i < num_particles; i++)
                {
                    if (!particles[i].alive) continue;
                    r = particles[i].position[1]/2.1f*255f;
                    g = 128.0f+(r*0.5f);
                    gl.glColor3ub((byte)r, (byte)g, (byte)255);
                    gl.glVertex3fv(particles[i].position);
                }
                gl.glEnd();
            }
            else
            {
                gl.glBegin(GL_LINES);
                for (int i = 0; i < num_particles; i++)
                {
                    if (!particles[i].alive) continue;
                    r = particles[i].previous[1]/2.1f*255f;
                    g = 128.0f+(r*0.5f);
                    gl.glColor3ub((byte)r, (byte)g, (byte)255);
                    gl.glVertex3fv(particles[i].previous);
                    r = particles[i].position[1]/2.1f*255f;
                    g = 128.0f+(r*0.5f);
                    gl.glColor3ub((byte)r, (byte)g, (byte)255);
                    gl.glVertex3fv(particles[i].position);
                }
                gl.glEnd();
            }
            
            gl.glPopMatrix();

            glj.gljSwap();
            glj.gljCheckGL();
            glj.gljFree();
    
            //if (!isSuspended()) repaint();  // Animate at full speed.
        }

            /* timedelta: returns the number of seconds that have elapsed
               since the previous call to the function. */
        private long timedelta_prev = 0L;
        private float timedelta()
        {
            long current = System.currentTimeMillis();
            if (timedelta_prev == 0L) timedelta_prev = current;
            long delta = current-timedelta_prev;
            timedelta_prev = current;
            return ((float)delta) * 0.001f;
        }

            // Reset the rotation matrix to the default view.
        private void setInitialRotation()
        {
            for (int i = 0; i < 16; i++)
                rot_matrix[i] = ((i % 5) == 0) ? 1.0f : 0.0f;
        }

        private void fixRotationMatrix()
        {
                // Fix any problems with the rotation matrix.
            rot_matrix[3] =
                rot_matrix[7] =
                rot_matrix[11] =
                rot_matrix[12] =
                rot_matrix[13] =
                rot_matrix[14] = 0.0f;
            rot_matrix[15] = 1.0f;
            float fac;
            if ((fac = (float)Math.sqrt
                ((rot_matrix[0]*rot_matrix[0]) +
                 (rot_matrix[4]*rot_matrix[4]) +
                 (rot_matrix[8]*rot_matrix[8]))) != 1.0f)
            {
                if (fac != 0.0f)
                {
                    fac = 1.0f/fac;
                    rot_matrix[0] *= fac;
                    rot_matrix[4] *= fac;
                    rot_matrix[8] *= fac;
                }
            }
            if ((fac = (float)Math.sqrt
                ((rot_matrix[1]*rot_matrix[1]) +
                 (rot_matrix[5]*rot_matrix[5]) +
                 (rot_matrix[9]*rot_matrix[9]))) != 1.0f)
            {
                if (fac != 0.0f)
                {
                    fac = 1.0f/fac;
                    rot_matrix[1] *= fac;
                    rot_matrix[5] *= fac;
                    rot_matrix[9] *= fac;
                }
            }
            if ((fac = (float)Math.sqrt
                ((rot_matrix[2]*rot_matrix[2]) +
                 (rot_matrix[6]*rot_matrix[6]) +
                 (rot_matrix[10]*rot_matrix[10]))) != 1.0f)
            {
                if (fac != 0.0f)
                {
                    fac = 1.0f/fac;
                    rot_matrix[2] *= fac;
                    rot_matrix[6] *= fac;
                    rot_matrix[10] *= fac;
                }
            }
        }

        // Methods required for the implementation of MouseListener
        public void mouseEntered( MouseEvent evt )
        {
            Component comp = evt.getComponent();
	    if( comp.equals(this ) )
	    {
		requestFocus();
	    }
        }

        public void mouseClicked( MouseEvent evt )
        { 
            Component comp = evt.getComponent();
	    if( comp.equals(this ) )
	    {
		requestFocus();
	    }
	}
    
        public void mouseExited( MouseEvent evt )
        {
        }
    
        public void mousePressed( MouseEvent evt )
        {
            prevMouseX = evt.getX();
            prevMouseY = evt.getY();
            if ((evt.getModifiers() & evt.BUTTON3_MASK) != 0)
            {
                mouseRButtonDown = true;
                evt.consume();
            }
        }
    
        public void mouseReleased( MouseEvent evt )
        {
            if ((evt.getModifiers() & evt.BUTTON3_MASK) != 0)
            {
                mouseRButtonDown = false;
                evt.consume();
            }
        }
    
        // Methods required for the implementation of MouseMotionListener
        public void mouseDragged( MouseEvent evt )
        {
            int x = evt.getX();
            int y = evt.getY();
            float thetaX = (float)(x-prevMouseX)*(360.0f/(float)getSize().width);
            float thetaY = (float)(prevMouseY-y)*(360.0f/(float)getSize().height);
            float mtxbuf[] = new float[16];
            float mtxbuf2[] = new float[16];
    
            prevMouseX = x;
            prevMouseY = y;
            if ( (thetaX != 0.0f) || (thetaY != 0.0f) )
            {
                mtxfuncs.rotateAroundY(((float)thetaX),mtxbuf);
                if (mouseRButtonDown)
                    mtxfuncs.rotateAroundZ(thetaY,mtxbuf2);
                else
                    mtxfuncs.rotateAroundX(-thetaY,mtxbuf2);
                mtxfuncs.multiplyMatrices(mtxbuf2,mtxbuf,mtxbuf);
                mtxfuncs.multiplyMatrices(rot_matrix,mtxbuf,rot_matrix);
                fixRotationMatrix();
            }
            evt.consume();
        }
    
        public void mouseMoved( MouseEvent evt )
        {
        }

        // Methods required for the implementation of KeyListener
        public void keyPressed(KeyEvent e)
        {
        }

        public void keyReleased(KeyEvent e)
        {
        }

        public void keyTyped(KeyEvent e)
        {
            if (glj.gljMakeCurrent() == false) return;
            switch ((char)e.getKeyChar())
            {
            case 'W':
            case 'w':
                type = PS_WATERFALL;
                break;
            case 'F':
            case 'f':
                type = PS_FOUNTAIN;
                break;
            case 'S':
            case 's':
                do_sphere = !do_sphere;
                break;
            case 'L':
            case 'l':
                use_lines = !use_lines;
                break;
            case 'P':
                point_size++;
                gl.glPointSize(point_size);
                break;
            case 'p':
                point_size--;
                if (point_size < 1) point_size = 1;
                gl.glPointSize(point_size);
                break;
            case '+':
                flow += 100;
                if (flow > num_particles) flow = num_particles;
                System.out.println(flow + " particles/second");
                break;
            case '-':
                flow -= 100;
                if (flow < 0) flow = 0;
                System.out.println(flow + " particles/second");
                break;
            case 'R':
            case 'r':
                setInitialRotation();
                break;
            }
            glj.gljFree();
        }
    }
}