Scenegraph Nodes: Particle System (PointSet)

#! /usr/bin/env python

Particle System (PointSet)

Screenshot Screenshot Screenshot
This tutorial demonstrates the creation of a "particle system" which in this case creates a crude simulation of a water fountain. We use Numpy to do the heavy lifting of the actual updates to the particles. We use the PointSet object's ability to render using the applied texture as a sprite (GL.ARB.point_parameters).
from OpenGLContext import testingcontext BaseContext = testingcontext.getInteractive() from OpenGL.GL import * from OpenGLContext.arrays import * from OpenGLContext.events.timer import Timer import random from OpenGLContext.scenegraph.basenodes import * try: import RandomArray except ImportError, err: RandomArray = None try: from OpenGLContext.scenegraph.text import glutfont except ImportError: glutfont = None
These are the parameters we're going to use to create our simulation. Particle systems would normally encapsulate these in a node somewhere, but we want to see what we're doing.
  • gravity -- applied to each in-play droplet
  • emitter -- location from which to emit
  • count -- number of points allocated
  • initialColor -- initial colour for each droplet
  • pointSize -- how big the droplets are
  • colorVelocities -- change in colour over time
  • initialVelocityVector -- nozzle speed of the droplets
gravity = -9.8 #m/(s**2) emitter = (0,0,0) count = 3000 initialColor = (1,.9,.9) pointSize = 1.5 colorVelocities = [1,.9,.7] initialVelocityVector = array( [1.5,20.,1.5], 'd') class TestContext( BaseContext ): """Particle testing code context object""" initialPosition = (0,7,20) lastFraction = 0.0 def OnInit( self ): """Do all of our setup functions...""" BaseContext.OnInit( self ) print """You should see something that looks vaguely like a water-fountain, with individual droplets starting blue and turning white."""
The PointSet node will do the actual work of rendering our points into the GL. We start it off with all points at the emitter location and with initial colour.
self.points = PointSet( coord = Coordinate( point = [emitter]*count ), color = Color( color = [initialColor]*count ), minSize = 7.0, maxSize = 10.0, attenuation = [0,1,0], )
We use a simple Appearance node to apply a texture to the PointSet, the PointSet will use this to enable sprite-based rendering if the extension(s) are available.
self.shape = Shape( appearance = Appearance( texture = ImageTexture( url='_particle.png' ), ), geometry = self.points, ) self.text = Text( string = ["""Current multiplier: 1.0"""], fontStyle = FontStyle( family='SANS', format = 'bitmap', justify = 'MIDDLE', ), ) self.sg = sceneGraph( children = [ self.shape, SimpleBackground( color = (.5,.5,.5),), Transform( translation = (0,-1,0), children = [ Shape( geometry = self.text ), ], ), ] ) self.velocities = array([ (0,0,0)]*count, 'd') self.colorVelocities = array( colorVelocities, 'd') print ' <s> make time pass more slowly' print ' <f> make time pass faster' print ' <h> higher' print ' <l> (L) lower' print ' <[> smaller drops' print ' <]> larger drops' self.addEventHandler( "keypress", name="s", function = self.OnSlower) self.addEventHandler( "keypress", name="f", function = self.OnFaster) self.addEventHandler( "keypress", name="h", function = self.OnHigher) self.addEventHandler( "keypress", name="l", function = self.OnLower) self.addEventHandler( "keypress", name="]", function = self.OnLarger) self.addEventHandler( "keypress", name="[", function = self.OnSmaller)
First timer will provide the general simulation heartbeat.
self.time = Timer( duration = 1.0, repeating = 1 ) self.time.addEventHandler( "fraction", self.OnTimerFraction ) self.time.register (self) self.time.start ()
Second timer provides a cycle on which the fountain reduces/increases the speed at which droplets are started.
self.time2 = Timer( duration = 5.0, repeating = 1 ) self.time2.addEventHandler( "cycle", self.OnLower ) self.time2.register (self) self.time2.start () ### Timer callback def OnTimerFraction( self, event ): """Perform the particle-system simulation calculations""" points = self.points.coord.point colors = self.points.color.color
Our calculations are going to need to know how much time has passed since our last event. This is complicated by the fact that a "fraction" event is cyclic, returning to 0.0 after 1.0.
f = event.fraction() if f < self.lastFraction: f += 1.0 deltaFraction = (f-self.lastFraction) self.lastFraction = event.fraction()
If we have received an event which is so soon after a previous event as to have a 0.0s delta (this does happen on some platforms), then we need to ignore this simulation tick.
if not deltaFraction: return
Each droplet has been moving at their current velocity for deltaFraction seconds, update their position with the results of this speed * time. You'll note that this is not precisely accurate for a body under acceleration, but it makes for easy calculations. Two machines running the same simulation will get *different* results here, as a faster machine will apply acceleration more frequently, resulting in a faster total velocity.
points = points + (self.velocities*deltaFraction)
We also cycle the droplet's colour value, though with the applied texture it's somewhat hard to see.
colors = colors + (self.colorVelocities*deltaFraction)
Now, apply acceleration to the current velocities such that the droplets have a new velocity for the next simulation tick.
self.velocities[:,1] = self.velocities[:,1] + (gravity * deltaFraction)
Find all droplets which have "retired" by falling below the y==0.0 plane.
below = less_equal( points[:,1], 0.0) dead = nonzero(below) if isinstance( dead, tuple ): # weird numpy change here... dead = dead[0] if len(dead):
Move all dead droplets back to the emitter.
def put( a, ind, b ): for i in ind: a[i] = b put( points, dead, emitter)
Re-spawn up to half of the droplets...
dead = dead[:(len(dead)//2)+1] if len(dead):
Reset color to initialColor, as we are sending out these droplets right now.
put( colors, dead, initialColor)
Assign slightly randomized versions of our initial velocity for each of the re-spawned droplets. Replace the current velocities with the new velocities.
if RandomArray: velocities = (RandomArray.random( (len(dead),3) ) + [-.5, 0.0, -.5 ]) * initialVelocityVector else: velocities = [ array( (random.random()-.5, random.random(), random.random()-.5), 'f')* initialVelocityVector for x in xrange(len(dead)) ] def copy( a, ind, b ): for x in xrange(len(ind)): i = ind[x] a[i] = b[x] copy( self.velocities, dead, velocities)
Now re-set the point/color fields so that the nodes notice the array has changed and they update the GL with the changed values.
self.points.coord.point = points self.points.color.color = colors
Set up keyboard callbacks
def OnSlower( self, event ): self.time.internal.multiplier = self.time.internal.multiplier /2.0 if glutfont: self.text.string = [ "Current multiplier: %s"%( self.time.internal.multiplier,)] else: print "slower",self.time.internal.multiplier def OnFaster( self, event ): self.time.internal.multiplier = self.time.internal.multiplier * 2.0 if glutfont: self.text.string = [ "Current multiplier: %s"%( self.time.internal.multiplier,)] else: print "faster",self.time.internal.multiplier def OnHigher( self, event ): global initialVelocityVector initialVelocityVector *= [1,1.25,1] def OnLower( self, event ): global initialVelocityVector if hasattr(event,'count') and not event.count() % 4: initialVelocityVector[:] = [1.5,20,1.5] else: initialVelocityVector /= [1,1.5,1] def OnLarger( self, event ): self.points.minSize += 1.0 self.points.maxSize += 1.0 def OnSmaller( self, event ): self.points.minSize = max((0.0,self.points.minSize-1.0)) self.points.maxSize = max((1.0,self.points.maxSize-1.0)) if __name__ == "__main__": TestContext.ContextMainLoop()