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<p>Turns out, some examples are on my local file system!</p>
<p>Holger provided:</p>
<p><span style="font-family:monospace"><span
style="color:#000000;background-color:#ffffff;">./Library/Tests/Components/ParticleSystems/VolumeEmitter-U.x3d
</span><br>
./Library/Tests/Components/ParticleSystems/VolumeEmitter.x3d
<br>
./Library/Tests/Components/ParticleSystems/ConeEmitter.x3d
<br>
./Library/Tests/Components/ParticleSystems/Fire.x3d
<br>
./Library/Tests/Components/ParticleSystems/GeometryLine.x3d
<br>
./Library/Tests/Components/ParticleSystems/DolphinQuadSurfaceEmitter.x3d
<br>
./Library/Tests/Components/ParticleSystems/Bubbles.x3d
<br>
./Library/Tests/Components/ParticleSystems/Geometry.x3d
<br>
./Library/Tests/Components/ParticleSystems/BoundedPhysicsModel.x3d
<br>
./Library/Tests/Components/ParticleSystems/Smoke.x3d
<br>
./Library/Tests/Components/ParticleSystems/PointEmitter.x3d
</span><br>
<span style="font-family:monospace"><span
style="font-family:monospace"><br>
<span style="color:#000000;background-color:#ffffff;">
</span><br>
</span>./Library/Tests/Components/ParticleSystems/ExplosionEmitter.x3d
<br>
./Library/Tests/Components/ParticleSystems/DolphinPointSurfaceEmitter.x3d
<br>
./Library/Tests/Components/ParticleSystems/DolphinLineSurfaceEmitter.x3d
<br>
./Library/Tests/Components/ParticleSystems/PolylineEmitter.x3d
<br>
./Library/Tests/Components/ParticleSystems/DolphinSurfaceEmitter.x3d
<br>
./Library/Tests/Components/ParticleSystems/DolphinPointVolumeEmitter.x3d
<br>
./Library/Tests/Components/ParticleSystems/Waterfall.x3d
<br>
./Library/Tests/Components/ParticleSystems/SurfaceEmitter.x3d</span></p>
<p><span style="font-family:monospace">That's all folks! Well,
there are some emitters in Vrml2Sourcebook, but they seems to be
related to sound, and don't use particle system that I know of.</span></p>
<p><span style="font-family:monospace">Does X3DOM, FreeWRL or
CastleEngine have examples of Emitters or ParticleSystems?<br>
</span></p>
<p><span style="font-family:monospace">Holger provides various kinds</span><br>
<span style="font-family:monospace"><span
style="font-family:monospace"><span
style="color:#000000;background-color:#ffffff;">ConeEmitter
</span><br>
ExplosionEmitter
<br>
PointEmitter
<br>
PolylineEmitter
<br>
SurfaceEmitter
<br>
VolumeEmitter</span></span></p>
<p><span style="font-family:monospace"><span
style="font-family:monospace">Would one of these be suitable
for PRNG? Ideally, I'd like a ROUTE I can "push out" one or
more random numbers from</span></span><br>
<span style="font-family:monospace"><span
style="font-family:monospace"><span
style="font-family:monospace"><span
style="font-family:monospace"><span
style="font-weight:bold;color:#5454ff;background-color:#ffffff;"><span
style="font-family:monospace"></span></span></span></span></span></span></p>
<p><span style="font-family:monospace">Here are some of my uses of
using Math.random in ECMAScript:</span><br>
<span style="font-family:monospace"><span
style="font-family:monospace"><span
style="font-weight:bold;color:#5454ff;background-color:#ffffff;"><span
style="font-family:monospace"><span
style="font-weight:bold;color:#5454ff;background-color:#ffffff;">X3DJSONLD/src/main/data</span><span
style="color:#000000;background-color:#ffffff;">$ grep
-h Math.random *x3d|grep -v new|sed 's/[ ]*</span></span></span><span
style="font-weight: bold; background-color: rgb(255, 255,
255);"><span style="font-family:monospace"><span
style="background-color: rgb(255, 255, 255);">//</span>'|
sed 's/[ ]*$//'|sort -u</span></span><span
style="font-weight:bold;color:#5454ff;background-color:#ffffff;"><span
style="font-family:monospace"> <br>
a = a + Math.floor(Math.random() * 2) * 2 - 1;
<br>
a += Math.random() * 0.2 - 0.1;
<br>
b = b + Math.floor(Math.random() * 2) * 2 - 1;
<br>
b += Math.random() * 0.2 - 0.1;
<br>
c = c + Math.floor(Math.random() * 2) * 2 - 1;
<br>
c += Math.random() * 2 - 1;
<br>
d = d + Math.floor(Math.random() * 2) * 2 - 1;
<br>
d += Math.random() * 2 - 1;
<br>
e += Math.floor(Math.random() * 2) * 2 - 1;
<br>
f += Math.floor(Math.random() * 2) * 2 - 1;
<br>
g += Math.floor(Math.random() * 2) * 2 - 1;
<br>
h += Math.floor(Math.random() * 2) * 2 - 1;
<br>
lastKey = Math.round(Math.random()*(positions.length-1));
<br>
Math.random() - 0.5);
<br>
Math.random() - 0.5);
<br>
Math.random() - 0.5,
<br>
Math.random() - 0.5,
<br>
radians = 6.28*Math.random();
<br>
randomphi = 1.57079*Math.random();
<br>
randomphi = .7854*Math.random();
<br>
randomradius = 90 + 5*Math.random();//the first whole
number should be close to the sectionradius
<br>
randomtheta = 6.28319*Math.random();
<br>
scale = Math.round(9+maxscale*Math.random());
<br>
val = Math.floor(Math.random()*2);
<br>
var choice = Math.floor(Math.random() * 4);
<br>
velocity.x + Math.random() * 0.2 - 0.1,
<br>
velocity.x += Math.random() * 0.2 - 0.1;
<br>
velocity.x += Math.random() * 0.2 - 0.1;
<br>
velocity.y + Math.random() * 0.2 - 0.1,
<br>
velocity.y += Math.random() * 0.2 - 0.1;
<br>
velocity.y += Math.random() * 0.2 - 0.1;
<br>
velocity.z + Math.random() * 0.2 - 0.1
<br>
velocity.z += Math.random() * 0.2 - 0.1;
<br>
velocity.z += Math.random() * 0.2 - 0.1;
<br>
X = 50000*Math.random(); // X horizontal range
<br>
Y = 1000 + 300*Math.random(); // Y vertical base +
range
<br>
Y = 2*Math.random();
<br>
Y = 8000 + 1000*Math.random(); // Y vertical base +
range
<br>
Z = 50000*Math.random(); // z horizontal range<br>
</span></span></span></span></p>
<div class="moz-cite-prefix">On 12/5/21 00:50, John Carlson wrote:<br>
</div>
<blockquote type="cite"
cite="mid:676e440c-453c-f999-ef0c-a3299093b4a4@gmail.com">If no
one saw this before, I am asking for examples now:
<br>
<br>
On 12/4/21 19:12, John Carlson wrote:
<br>
<blockquote type="cite">6. I request examples of particle system
emitters for creating random numbers.
<br>
</blockquote>
<br>
This will greatly aid my conversions from imperative to
declarative X3D.
<br>
<br>
Thanks! Will do some googling now!
<br>
<br>
John
<br>
<br>
</blockquote>
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