[x3d-public] X3D Particle System Emitter for generating random numbers [ Example requested ] Was: Re: x3d-public Digest, Vol 153, Issue 11

John Carlson yottzumm at gmail.com
Sat Dec 4 23:32:06 PST 2021


Turns out, some examples are on my local file system!

Holger provided:

./Library/Tests/Components/ParticleSystems/VolumeEmitter-U.x3d
./Library/Tests/Components/ParticleSystems/VolumeEmitter.x3d
./Library/Tests/Components/ParticleSystems/ConeEmitter.x3d
./Library/Tests/Components/ParticleSystems/Fire.x3d
./Library/Tests/Components/ParticleSystems/GeometryLine.x3d
./Library/Tests/Components/ParticleSystems/DolphinQuadSurfaceEmitter.x3d
./Library/Tests/Components/ParticleSystems/Bubbles.x3d
./Library/Tests/Components/ParticleSystems/Geometry.x3d
./Library/Tests/Components/ParticleSystems/BoundedPhysicsModel.x3d
./Library/Tests/Components/ParticleSystems/Smoke.x3d
./Library/Tests/Components/ParticleSystems/PointEmitter.x3d


./Library/Tests/Components/ParticleSystems/ExplosionEmitter.x3d
./Library/Tests/Components/ParticleSystems/DolphinPointSurfaceEmitter.x3d
./Library/Tests/Components/ParticleSystems/DolphinLineSurfaceEmitter.x3d
./Library/Tests/Components/ParticleSystems/PolylineEmitter.x3d
./Library/Tests/Components/ParticleSystems/DolphinSurfaceEmitter.x3d
./Library/Tests/Components/ParticleSystems/DolphinPointVolumeEmitter.x3d
./Library/Tests/Components/ParticleSystems/Waterfall.x3d
./Library/Tests/Components/ParticleSystems/SurfaceEmitter.x3d

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.

Does X3DOM, FreeWRL or CastleEngine have examples of Emitters or 
ParticleSystems?

Holger provides various kinds
ConeEmitter
ExplosionEmitter
PointEmitter
PolylineEmitter
SurfaceEmitter
VolumeEmitter

Would one of these be suitable for PRNG?  Ideally, I'd like a ROUTE I 
can "push out" one or more random numbers from

Here are some of my uses of using Math.random in ECMAScript:
X3DJSONLD/src/main/data$ grep -h Math.random *x3d|grep -v new|sed 's/[ 
    ]*//'| sed 's/[     ]*$//'|sort -u
a = a + Math.floor(Math.random() * 2) * 2 - 1;
a += Math.random() * 0.2 - 0.1;
b = b + Math.floor(Math.random() * 2) * 2 - 1;
b += Math.random() * 0.2 - 0.1;
c = c + Math.floor(Math.random() * 2) * 2 - 1;
c += Math.random() * 2 - 1;
d = d + Math.floor(Math.random() * 2) * 2 - 1;
d += Math.random() * 2 - 1;
e += Math.floor(Math.random() * 2) * 2 - 1;
f += Math.floor(Math.random() * 2) * 2 - 1;
g += Math.floor(Math.random() * 2) * 2 - 1;
h += Math.floor(Math.random() * 2) * 2 - 1;
lastKey = Math.round(Math.random()*(positions.length-1));
Math.random() - 0.5);
Math.random() - 0.5);
Math.random() - 0.5,
Math.random() - 0.5,
radians = 6.28*Math.random();
randomphi = 1.57079*Math.random();
randomphi = .7854*Math.random();
randomradius = 90 + 5*Math.random();//the first whole number should be 
close to the sectionradius
randomtheta = 6.28319*Math.random();
scale = Math.round(9+maxscale*Math.random());
val = Math.floor(Math.random()*2);
var choice = Math.floor(Math.random() * 4);
velocity.x + Math.random() * 0.2 - 0.1,
velocity.x += Math.random() * 0.2 - 0.1;
velocity.x += Math.random() * 0.2 - 0.1;
velocity.y + Math.random() * 0.2 - 0.1,
velocity.y += Math.random() * 0.2 - 0.1;
velocity.y += Math.random() * 0.2 - 0.1;
velocity.z + Math.random() * 0.2 - 0.1
velocity.z += Math.random() * 0.2 - 0.1;
velocity.z += Math.random() * 0.2 - 0.1;
X = 50000*Math.random();          //  X horizontal range
Y = 1000 + 300*Math.random();    //  Y vertical base + range
Y = 2*Math.random();
Y = 8000 + 1000*Math.random();   //  Y vertical base + range
Z = 50000*Math.random();         // z horizontal range

On 12/5/21 00:50, John Carlson wrote:
> If no one saw this before, I am asking for examples now:
>
> On 12/4/21 19:12, John Carlson wrote:
>> 6.  I request examples of particle system emitters for creating 
>> random numbers.
>
> This will greatly aid my conversions from imperative to declarative X3D.
>
> Thanks!  Will do some googling now!
>
> John
>
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