Updated 2014-06-15 03:43:13 by AMG

As a weekend project, I decided to play with a particle system. This particular system is not an original - it is a tcl adaptation of a system originally presented by Jeff Lander in an article for Game Developer Magazine in 1998. This article and others can be found here [1]. As far as particle systems go, it's pretty basic, but still fun to play with. Advanced particle systems are commony used to create "natural" effects like smoke, explosions, fog, water, etc. Put bluntly, particle systems are cool!

The GUI needs much more work, since of the 26 variables that can be set to effect (affect? - I *always* confuse those two...) the system, only 3 are presented. All together, these variables include such things as total particles, yaw angle, pitch angle, number of particles emitted per frame, start and end colors, lifespan, speed, force factors, and a whole bunch of random inputs to impact all of the above. Check the "initVars" proc and adjust them as desired. Maybe someday I'll get around to adding more to the GUI. Currently, the GUI only exposes the maximum number of particles, wind, and gravity effects. Also, you can move the particle emitter by either clicking, or click-dragging in the canvas.

More particles tend to be more interesting, but my sorry old 300MHz PII can't handle too many in tcl. The code desperately needs to be sped up (and I'm sure it can be to a certain extent), but I haven't gotten there yet - I just got it working correctly.

I hope to do more work on it soon, but we all know how that goes. I thought I'd place it here in case I never get back to it...

Enjoy.

Jeff Godfrey

Setok You wouldn't be interested in implementing something like this with Oil per chance? ;-)

A starkit version of this code is available on sdarchive.

Changes  edit


BBH: I took the liberty of updating the GUI a bit to expose more of the elements, hope you don't mind ;^)

Part of the reason I didn't expose more vars in the GUI is: 1) I was out of weekend; and more importantly 2) I didn't have a good idea for cleanly creating 26 sliders (without just plain old brute force). Anyway, it looks like you solved both. Nicely done - Thanks Jeff Godfrey

Tom Krehbiel: Fixed a divide by zero error caused by the "life" variable.

Tom, good catch. This is really related to the fact that we've allowed the lower end of the "life" range to be 10, and the random variation to be the range of "-15 to 15". If the life setting - the random setting == 0, boom!. We probably shouldn't allow the random variation to equal or exceed the lower bounds of the life var, but it's a good check anyway. Also, allowing a particle to be born with a negative lifespan seems kind of cruel, so I changed your check to be "if {$life <= 0} {set life 10}". That way, every particle has a chance... ;) Jeff Godfrey

PYK 2012-12-09: eliminated update

Code  edit

package require Tk 

wm protocol . WM_DELETE_WINDOW {exit}

proc animate {} {
    # --- crank it as fast as we can...
    if {$::emitter(alive)} {
        nextFrame
        after idle animate
    }
}

proc defineVar {key val args} {
    set ::emitter($key) $val
    set ::gui($key) $val
    switch [llength $args] {
        0 {
            # no GUI needed
            return
        }
        2 - 3 - 4 {
            foreach {min max desc conv} $args {break}
        }
        1 - default {
            error "Invalid \# args"
        }
    }
    
    if {$desc eq {}} {set desc $key}
    set num 0
    while {[winfo exists .f1.l$num]} {incr num}
    # the -label option of sliders puts the name above the slider
    # which ends up taking up a lot of room - so put our own label
    # to the left
    label .f1.l$num -text $desc
    scale .f1.s$num -from $min -to $max -label {} -length 100 \
           -showvalue 1 -orient horizontal -width 8 -sliderlength 15
    if {[string is int $val] && [string is int $min] && [string is int $max]} {
        .f1.s$num config -resolution 1
    } else {
        .f1.s$num config -resolution .1
    }
    grid .f1.l$num .f1.s$num -row $num -sticky w
    if {$conv ne {}} {
        .f1.s$num config -variable ::gui($key) -command "guiMod $key $conv"
        set ::emitter($key) [eval $conv $val]
    } else {
        .f1.s$num config -variable ::emitter($key)
    }
}

proc guiMod {key conv val} {
    if {$conv eq  {}} {
        set ::emitter($key) $val
    } else {
        set ::emitter($key) [eval $conv $val]
    }
}

proc initVars {} {

    # --- Particle Emitter...
    defineVar alive             1                                           ; # still running?
    defineVar pos.x           300                                           ; # x position of emitter
    defineVar pos.y           370                                           ; # y position of emitter
    defineVar pos.z             0                                           ; # z position of emitter
    defineVar yaw               0    0   360 {Initial Yaw}     degreeToRad  ; # initial yaw angle
    defineVar yawVar          360    0   360 {Yaw Variation}   degreeToRad  ; # random variation range on yaw
    defineVar pitch           -90  -180  180 {Initial Pitch}   degreeToRad  ; # initial pitch (up
    defineVar pitchVar         40    0   360 {Pitch Variation} degreeToRad  ; # random variation range
    defineVar speed            12    5   50  {Initial Velocity}             ; # particle speed
    defineVar speedVar          2    1   10  {Velocity Variation}           ; # random variation range
    defineVar totalParticles   50    1   500 {Max Particles}                ; # total particles in system
    defineVar particleCount     0                                           ; # current particle count
    defineVar emitsPerFrame     5    1   10  {Emission Rate}                ; # number of particles/frame
    defineVar emitVar           2                                           ; # random variation range
    defineVar life             60   10   250 Lifespan                     ; # particle life (frames)
    defineVar lifeVar          15                                           ; # random variation
    defineVar startColor.r    150    0   255 {Start Color (red)}            ; # start color (red component)
    defineVar startColor.g    150    0   255 {Start Color (green)}          ; # start color (green component)
    defineVar startColor.b    200    0   255 {Start Color (blue)}           ; # start color (blue component)
    defineVar startColorVar.r  25                                           ; # random variation - red
    defineVar startColorVar.g  25                                           ; # random variation - green
    defineVar startColorVar.b  25                                           ; # random variation - blue
    defineVar endColor.r        0    0   255 {End Color (red)}              ; # end color (red component
    defineVar endColor.g        0    0   255 {End Color (green)}            ; # end color (green component
    defineVar endColor.b      200    0   255 {End Color (blue)}             ; # end color (blue component
    defineVar endColorVar.r    25                                           ; # random variation - red
    defineVar endColorVar.g    25                                           ; # random variation - green
    defineVar endColorVar.b    50                                           ; # random variation - blue
    defineVar force.x         0.0  -5.0  5.0 Wind                         ; # x force factor (wind)
    defineVar force.y         0.3  -5.0  5.0 Gravity                      ; # y force factor (gravity)
    defineVar force.z         0.0                                           ; # z force factor (?)
}


proc nextFrame {} {

    # --- update all living particles
    foreach me [.c1 find withtag alive] {
        updateParticle $me
    }

    # --- Add up to "emitsPerFrame" more particles to the scene without
    #     exceeding "totalParticles"
    for {set i 1} {$i <= $::emitter(emitsPerFrame)} {incr i} {
        if {![addNewParticle]} {
            break
        }
    }
}

proc addNewParticle {} {
    # --- if we've reached our population cap, just return
    if {$::emitter(particleCount) >= $::emitter(totalParticles)} {
        return 0

    } else {

        # --- throw another particle on the pile
        incr ::emitter(particleCount)

        # --- see if we can recycle any dead particles
        set me [lindex [.c1 find withtag dead] 0]
        if {[string length $me]} {
            .c1 itemconfigure $me -tag alive
        } else {
            #jcw - fixed for 8.4.2, original
            #was: set me [ .c1 create line -tag alive]

            set me [.c1 create line -10 -10 -10 -10 -tag alive]
        }

        # --- starting particle position (delta from the emitter)
        set ::particle($me,pos.x)     0
        set ::particle($me,pos.y)     0
        set ::particle($me,pos.z)     0
        set ::particle($me,prevPos.x) 0
        set ::particle($me,prevPos.y) 0
        set ::particle($me,prevPos.z) 0

        # --- calculate the starting direction vector
        set yaw   [expr {$::emitter(yaw) + ($::emitter(yawVar) * [randomNum])}]
        set pitch [expr {$::emitter(pitch) + ($::emitter(pitchVar) * [
            randomNum])}]

        # --- determine vector information
        set vectorInfo [rotationToDirection $pitch $yaw]
        set x [lindex $vectorInfo 0]
        set y [lindex $vectorInfo 1]
        set z [lindex $vectorInfo 2]

        # --- account for the speed factor
        set speed [expr {
            $::emitter(speed) + ($::emitter(speedVar) * [randomNum])}]
        set x [expr {$x * $speed}]
        set y [expr {$y * $speed}]
        set z [expr {$z * $speed}]

        # --- we are done with these, so store them with the particle
        set ::particle($me,dir.x) $x
        set ::particle($me,dir.y) $y
        set ::particle($me,dir.z) $z

        # --- calculate the colors for this particle
        set start_r [expr {$::emitter(startColor.r) + 
                                 ($::emitter(startColorVar.r) * [randomNum])}]
        set start_g [expr {$::emitter(startColor.g) + 
                                 ($::emitter(startColorVar.g) * [randomNum])}]
        set start_b [expr {$::emitter(startColor.b) + 
                                 ($::emitter(startColorVar.b) * [randomNum])}]
        set end_r   [expr {$::emitter(endColor.r) + 
                                 ($::emitter(endColorVar.r) * [randomNum])}]
        set end_g   [expr {$::emitter(endColor.g) + 
                                 ($::emitter(endColorVar.g) * [randomNum])}]
        set end_b   [expr {$::emitter(endColor.b) + 
                                 ($::emitter(endColorVar.b) * [randomNum])}]
        set ::particle($me,color.r) $start_r
        set ::particle($me,color.g) $start_g
        set ::particle($me,color.b) $start_b

        # --- calculate the lifespan of this particle
        #     we know *exactly* how long it will live, even before it's born...
        set life [expr {
            $::emitter(life) + int($::emitter(lifeVar) * [randomNum])}]
        if {$life <= 0} {set life 10}
        set ::particle($me,life) $life

        # --- calculate the color delta using the lifespan of this particle
        set ::particle($me,deltaColor.r) [expr {($end_r - $start_r) / $life}]
        set ::particle($me,deltaColor.g) [expr {($end_g - $start_g) / $life}]
        set ::particle($me,deltaColor.b) [expr {($end_b - $start_b) / $life}]

        # --- A new particle is born - it's a beautiful thing...
        return 1
    }
}

proc updateParticle {me} {

    # --- if this particle has died, prepare it for resurrection...
    if {$::particle($me,life) <= 0} {
        incr ::emitter(particleCount) -1
        .c1 itemconfigure $me -tag dead
        .c1 coords $me -10 -10 -10 -10
        return 0

    } else {

        # --- save it's old position as the next start coord
        set ::particle($me,prevPos.x) $::particle($me,pos.x)
        set ::particle($me,prevPos.y) $::particle($me,pos.y)
        set ::particle($me,prevPos.z) $::particle($me,pos.z)

        # --- update the new end coordinates by the particles motion vectors
        set ::particle($me,pos.x) [expr {$::particle($me,pos.x) + 
                                               $::particle($me,dir.x)}]
        set ::particle($me,pos.y) [expr {$::particle($me,pos.y) + 
                                               $::particle($me,dir.y)}]
        set ::particle($me,pos.z) [expr {$::particle($me,pos.z) + 
                                               $::particle($me,dir.z)}]

        # --- apply global forces to the particle
        set ::particle($me,dir.x) [expr {$::particle($me,dir.x) + 
                                               $::emitter(force.x)}]
        set ::particle($me,dir.y) [expr {$::particle($me,dir.y) + 
                                               $::emitter(force.y)}]
        set ::particle($me,dir.z) [expr {$::particle($me,dir.z) + 
                                               $::emitter(force.z)}]

        # --- update the particle color
        set ::particle($me,color.r) [expr {$::particle($me,color.r) + 
                                                 $::particle($me,deltaColor.r)}]
        set ::particle($me,color.g) [expr {$::particle($me,color.g) + 
                                                 $::particle($me,deltaColor.g)}]
        set ::particle($me,color.b) [expr {$::particle($me,color.b) + 
                                                 $::particle($me,deltaColor.b)}]

        # --- Age the particle...
        #     In the immortal words of Pink Floyd...
        #     "The sun is the same in a relative way, but you're older"
        #     "Shorter of breath and one day closer to death"
        incr ::particle($me,life) -1
        set x_org $::emitter(pos.x)
        set y_org $::emitter(pos.y)
        set xStart [expr {$x_org + $::particle($me,prevPos.x)}]
        set yStart [expr {$y_org + $::particle($me,prevPos.y)}]
        set xEnd   [expr {$x_org + $::particle($me,pos.x)}]
        set yEnd   [expr {$y_org + $::particle($me,pos.y)}]
        .c1 coords $me $xStart $yStart $xEnd $yEnd
        .c1 itemconfigure $me -fill [createColor $::particle($me,color.r) \
            $::particle($me,color.g) $::particle($me,color.b)]
        return 1
    }
}

proc createColor {r g b} {
    # --- convert all passed vals to ints
    set r [expr {int($r)}]
    set g [expr {int($g)}]
    set b [expr {int($b)}]

    # --- push colors within valid range
    if {$r > 255} {set r 255}
    if {$g > 255} {set g 255}
    if {$b > 255} {set b 255}
    if {$r < 0}   {set r 0}
    if {$g < 0}   {set g 0}
    if {$b < 0}   {set b 0}

    # --- return a TK acceptable color string
    return [format "#%02x%02x%02x" $r $g $b]
}

# --- this lacks *a lot*.  It should allow GUI access to a total of
#     26 emitter variables, not just 3 - maybe someday...
proc buildUI {} {
    wm title . {Particle System Editor}
    canvas .c1 -bg black -width 600 -height 400 -highlightthickness 0 -borderwidth 0
    bind .c1 <Configure> {
        initVars
        animate
        bind .c1 <Configure> {}
    }
    bind .c1 <B1-Motion> {updateEmitterLoc %x %y}
    bind .c1 <ButtonPress-1> {updateEmitterLoc %x %y}
    frame .f1
    button .f1.btnExit -text "Exit" -width 10 -command {set ::emitter(alive) 0}

    pack .c1 -side left -fill both -expand 1
    pack .f1 -side left -fill y
    grid .f1.btnExit -  -row 999 -sticky s -padx 10
    grid rowconfig .f1 999 -weight 1
}

# --- generate a random in the range of "-1 to < 1"
proc randomNum {} {
    return [expr {(-.5 + rand()) * 2.0}]
}

proc degreeToRad degrees {
    return [expr {$degrees / 57.2957795786}]
}

# --- move the emitter to the specific location
proc updateEmitterLoc {x y} {
    set ::emitter(pos.x) $x
    set ::emitter(pos.y) $y
}

proc rotationToDirection {pitch yaw} {
    set x [expr {-sin($yaw) * cos($pitch)}]
    set y [expr {sin($pitch)}]
    set z [expr {cos($pitch) * cos($yaw)}]
    return [list $x $y $z]
}

buildUI

jcw 2003-02-2: There was a bad .c1 create line ... in the above code, I've edited it (look for "jcw" comment line). This just happened to be let through by 8.4.1, but 8.4.2 is stricter and complains about missing coordinates.

FW: I added a line to keep the program from producing an error when you close it. Also, just for the record, # signs never need to be escaped unless they're the first character of a line of code. KBK 2003-06-01 - Many of us prefer to escape most # characters, not because Tcl requires it, but because syntax-coloring editors are easy to confuse.