// Smoke Particle System // Daniel Shiffman // A basic smoke effect using a particle system // Each particle is rendered as an alpha masked image ParticleSystem ps; Random generator; void setup() { size(200,200); generator = new Random(); // Create an alpha masked image to be applied as the particle's texture PImage msk = loadImage("texture.gif"); PImage img = new PImage(msk.width,msk.height); for (int i = 0; i < img.pixels.length; i++) img.pixels[i] = color(255); img.mask(msk); ps = new ParticleSystem(0,new PVector(width/2,height-20),img); smooth(); } void draw() { background(0); // Calculate a "wind" force based on mouse horizontal position float dx = (mouseX - width/2) / 1000.0; PVector wind = new PVector(dx,0,0); 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 location 'loc' void drawVector(PVector v, PVector loc, float scayl) { pushMatrix(); float arrowsize = 4; // Translate to location to render vector translate(loc.x,loc.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(); }