ianhi_processing/NatureOfCode/The-Nature-of-Code-Examples-master/Processing/chp4_systems/flight404/flight404_particles_2_simple/flight404_particles_2_simple.pde
// Updated version of flight404 Particle Emitter release 2
// This works with Processing 1.0
// All of the advanced openGL direct calls that use display lists, etc. have been stripped out
// It's my intention to redo this example using GlGraphics (http://glgraphics.sourceforge.net/)
// But for now, just want to make sure it works in principal

// February 28 2011
// Daniel Shiffman

// Source Code release 1
// Particle Emitter
//
// February 11th 2008
//
// Built with Processing v.135 which you can download at http://www.processing.org/download
//
// Robert Hodgin
// flight404.com
// barbariangroup.com

// features:
//           Toxi's magnificent Vec3D library
//           perlin noise flow fields
//           ribbon trails
//           OpenGL additive blending
//           OpenGL display lists
//
// 
// Uses the very useful Vec3D library by Karsten Schmidt (toxi)
// You can download it at http://code.google.com/p/toxiclibs/downloads/list
//
// Please post suggestions and improvements at the flight404 blog. When nicer/faster/better
// practices are suggested, I will incorporate them into the source and repost. I think that
// will be a reasonable system for now.
//
// Future additions will include:
//           Rudimentary camera movement
//           Magnetic repulsion
//           More textures means more iron
//
// UPDATES
//
// February 11th 2008
// Reorganized some of the OpenGL calls as per Simon Gelfius' suggestion.
//     http://www.kinesis.be/
//
// -------------------------------------------------------------------------------------------
//
// February 12th 2008
// Added a simple camera using Kristian Damkjer's OCD library.
//     http://www.cise.ufl.edu/~kdamkjer/processing/libraries/ocd/
// Added basic smoke effects.
// Added fake-lighting textures on the floor plane.
// Particles can now split if they hit the floor with enough force.
// Loaded images are now in the Images class. Organizational change more than a functional one.
// Saves out image sequences when the 's' key is pressed.  Hit 's' again to turn of feature.


import damkjer.ocd.*;
import toxi.geom.*;
import java.util.*;

PGL pgl;

POV pov;
Images images;
Emitter emitter;
Cursor mouse;

Vec3D gravity;
float floorLevel;

int counter;
int saveCount;
int xSize, ySize;
int xMid, yMid;

boolean SAVING;

boolean ALLOWNEBULA;
boolean ALLOWGRAVITY  = true;
boolean ALLOWPERLIN;
boolean ALLOWTRAILS;
boolean ALLOWFLOOR    = true;


void setup() {
  size( 750, 750, P3D );
  smooth(4);
  colorMode( RGB, 1.0 );

  pgl           = ((PGraphicsOpenGL) g).pgl;

  xSize         = width;
  ySize         = height;
  xMid          = xSize/2;
  yMid          = ySize/2;

  pov           = new POV( this );
  images        = new Images();
  emitter       = new Emitter();
  mouse         = new Cursor();
  gravity       = new Vec3D( 0, .5, 0 );
  floorLevel    = 0;
}

void draw() {
  background( 0.0 );
 
  pov.exist();
  mouse.exist();

  pgl.depthMask(false);
  pgl.enable( PGL.BLEND );
  pgl.blendFunc(PGL.SRC_ALPHA,PGL.ONE);

  emitter.exist();

  if (mousePressed) 
    emitter.addParticles(2);

  counter ++;
  
  if( SAVING ) {
    saveFrame( "images/image_" + saveCount + ".png" );
    saveCount ++;
  }
}

void keyPressed() {
  if( key == 'g' || key == 'G' )
    ALLOWGRAVITY = !ALLOWGRAVITY;

  if( key == 'p' || key == 'P' )
    ALLOWPERLIN  = !ALLOWPERLIN;

  if( key == 't' || key == 'T' )
    ALLOWTRAILS  = !ALLOWTRAILS;

  if( key == 'f' || key == 'F' )
    ALLOWFLOOR   = !ALLOWFLOOR;

  if( key == 'n' || key == 'N' )
    ALLOWNEBULA  = !ALLOWNEBULA;

  if( key == 's' || key == 'S' )
    SAVING       = !SAVING;
}

void mousePressed() {
  if( mouseButton == RIGHT ) {
    pov.ISDRAGGING = true;
  }
}

void mouseReleased() {
  if( mouseButton == RIGHT ) {
    pov.ISDRAGGING = false;
  }
}



float minNoise = 0.499;
float maxNoise = 0.501;
float getRads(float val1, float val2, float mult, float div) {
  float rads = noise(val1/div, val2/div, counter/div);

  if (rads < minNoise) minNoise = rads;
  if (rads > maxNoise) maxNoise = rads;

  rads -= minNoise;
  rads *= 1.0/(maxNoise - minNoise);

  return rads * mult;
}

