Newer
Older
// Particle system with attraction to each corner of the triangle.
// Spawns centered around a random point, lives out a cycle and dies; the cycle repeats.
float cornerCoefficient = 0.2;
int integrationSteps = 20;
float maxOpacity = 100;
float stepFast = 1.0 / 40;
float stepSlow = 1.0 / 1000;
OPC opc;
PImage dot;
TriangleGrid triangle;
Particle[] particles;
PVector[] corners;
float epoch = 0;
void setup()
{
size(300, 300, P3D);
frameRate(30);
dot = loadImage("dot.png");
colors = loadImage("colors.png");
colors.loadPixels();
// Connect to the local instance of fcserver
opc = new OPC(this, "127.0.0.1", 7890);
// Map our triangle grid to the center of the window
triangle = new TriangleGrid();
triangle.grid16();
triangle.mirror();
triangle.rotate(radians(60));
triangle.scale(height * 0.2);
triangle.translate(width * 0.5, height * 0.5);
triangle.leds(opc, 0);
corners = new PVector[3];
corners[0] = triangle.cells[0].center;
corners[1] = triangle.cells[6].center;
corners[2] = triangle.cells[15].center;
beginEpoch();
}
void beginEpoch()
{
epoch = 0;
// Center of bundle
float cx = width * (0.5 + random(-s, s));
float cy = height * (0.5 + random(-s, s));
// Half-width of particle bundle
particles = new Particle[numParticles];
for (int i = 0; i < particles.length; i++) {
color rgb = colors.pixels[int(random(0, colors.width * colors.height))];
particles[i] = new Particle(
cx + random(-w, w),
cy + random(-w, w), rgb);
}
}
void draw()
{
background(0);
// How much energy is still left?
float energy = 0;
for (int i = 0; i < particles.length; i++) {
energy += particles[i].energy();
}
// How bright is our brightest pixel?
float brightness = 0;
for (int i = 0; i < opc.pixelLocations.length; i++) {
color rgb = opc.getPixel(i);
brightness = max(brightness, max(red(rgb), max(blue(rgb), green(rgb))));
}
brightness /= 255.0;
text("Energy: " + energy, 2, 12);
text("Brightness: " + brightness, 2, 25);
// What's interesting? Can we maintain high brightness and high energy?
// These are normally conflicting goals. If we've managed to balance the two,
// keep going to see how it turns out.
if (energy > 1.5 && brightness > 0.8) {
// Time moves slower when we're interested
epoch += stepSlow;
text("+", 2, 40);
} else {
epoch += stepFast;
}
if (epoch > 1) {
beginEpoch();
}
for (int step = 0; step < integrationSteps; step++) {
for (int i = 0; i < particles.length; i++) {
particles[i].integrate();
// Each particle is attracted by the corners
for (int j = 0; j < corners.length; j++) {
particles[i].attract(corners[j], cornerCoefficient);
}
}
}
for (int i = 0; i < particles.length; i++) {
particles[i].draw(sin(epoch * PI) * maxOpacity);
}
}