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Bouncing particle effect
A snippet which shows how to create a particle system which keep bouncing
around a certain point. You can control the forces easily by settings the
repel_force
and attract_force
.
Normally when you create a basic, simple particle system using plain
Euler integration you can use something like the snippet below to
make sure the velocity gets less over time (aka fake drag).
particle.velocity *= 0.99f;
Though, when you use this it's hard to make your particles bounce
forever. To fix this, you remove the fake drag but simply limit the
velocity to a certain value, see max_speed
in the code.
In short the integration step is:
// ATTRACT FORCES
float max_speed = 4;
float max_speed_sq = max_speed * max_speed;
float speed_sq;
float k = 1.0f;
for(size_t i = 0; i < drops.size(); ++i) {
WaterDrop& d = drops[i];
{
dir = position - d.position;
dist = length(dir);
if(dist < 0.01) {
dist = 0.01;
}
if(dist > radius) { /* when the particle is outiside the radius, it's attracted a lot more to the center */
k = 16.0;
}
dir /= dist;
f = k * attract_force * (dist/radius) * dir;
d.forces += f;
}
d.forces *= d.inv_mass * dt;
d.velocity += d.forces * dt;
d.position += d.velocity;
d.forces = 0;
// we do not add a fake drag force, but we limit the speed, this will make the
// particles bounce forever.
speed_sq = dot(d.velocity, d.velocity);
if(speed_sq > max_speed_sq) {
d.velocity = normalized(d.velocity);
d.velocity *= max_speed;
}
}
We also add a repel force so the particle do not get to close and more importantly
to make the particles jump a little bit. I needed this effect for a visualisation I'm
working on.
for(size_t i = 0; i < drops.size(); ++i) {
WaterDrop& a = drops[i];
for(size_t j = i + i; j < drops.size(); ++j) {
WaterDrop& b = drops[j];
dir = b.position - a.position;
dist_sq = dot(dir, dir);
if(dist_sq > neighbor_dist_sq) {
continue;
}
if(dist_sq < 0.01) {
continue;
}
dir = normalized(dir);
f = repel_force * (1.0 - (1.0 / dist_sq)) * dir;
a.forces -= f;
b.forces += f;
}
}
See a video of this effect
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