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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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