Particles | Metal based particle audio visualization | Data Visualization library
kandi X-RAY | Particles Summary
kandi X-RAY | Particles Summary
Metal based particle audio visualization.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Particles
Particles Key Features
Particles Examples and Code Snippets
@Override
public boolean equals(Object obj) {
if (this == obj)
return true;
if (obj == null)
return false;
if (getClass() != obj.getClass())
return false;
Swarm other = (Swarm) obj;
if (Double.doubleToLongBits(bestFitness) != Doub
public void spawnParticles() {
LOGGER.info("Spawning particles");
numberOfSpawnedParticles++;
}
public Particle[] getParticles() {
return particles;
}
Community Discussions
Trending Discussions on Particles
QUESTION
I am trying to apply an example from R "particles" package to ocean velocity data (kinetic energy). Example data is as follows:
...ANSWER
Answered 2021-Jun-12 at 14:45The problem is that kee
is a vector and not a matrix. So ncol
and nrow
return as NULL
instead of an actual number. Here is a smaller reproducible example of why it is failing:
QUESTION
If have the following code which simulates a ball to Ball collision. My problem is, that the balls bounce against each other. I want to have the balls stick together like snow particles. Does anyone know how to do that?
...ANSWER
Answered 2021-Jun-11 at 12:47void resolveCollision(Particle& particle, Particle& otherParticle) {
float xVelocityDiff = particle.speed.x - otherParticle.speed.x;
float yVelocityDiff = particle.speed.y - otherParticle.speed.y;
float xDist = otherParticle.pos.x - particle.pos.x;
float yDist = otherParticle.pos.y - particle.pos.y;
// Prevent accidental overlap of particles
if (xVelocityDiff * xDist + yVelocityDiff * yDist >= 0) {
// Grab angle between the two colliding particles
float angle = -std::atan2(otherParticle.pos.y - particle.pos.y, otherParticle.pos.x - particle.pos.x);
// Store mass in var for better readability in collision equation
float m1 = particle.mass;
float m2 = otherParticle.mass;
// Velocity before equation
glm::vec3 u1 = rotateVel(particle.speed, angle);
glm::vec3 u2 = rotateVel(otherParticle.speed, angle);
// Velocity after 1d collision equation
glm::vec3 v1(u1.x * (m1 - m2) / (m1 + m2) + u2.x * 2 * m2 / (m1 + m2),
u1.y,
0.0);
glm::vec3 v2(u2.x * (m1 - m2) / (m1 + m2) + u1.x * 2 * m2 / (m1 + m2),
u2.y,
0.0);
// Final velocity after rotating axis back to original location
glm::vec3 vFinal1 = rotateVel(v1, -angle);
glm::vec3 vFinal2 = rotateVel(v2, -angle);
// Swap particle velocities for realistic bounce effect
particle.speed.x = vFinal1.x;
particle.speed.y = vFinal1.y;
otherParticle.speed.x = vFinal1.x;
otherParticle.speed.y = vFinal1.y;
}
}
QUESTION
The aim is to use the class particle to create particles (upon the user clicking a button) and once that is running as it should be, to give the user some control over speed, gravity and some other things. The problem is that every time the user clicks to create a new particle, the speed increases.
I'm not sure why but when I demo it without having the requestanimationframe, it looks like it works as it should, but it's useless if it's not animated.
...ANSWER
Answered 2021-Jun-10 at 23:23I would check and see if its the fact that you are constantly running drawNewParticle
as your animation function, I would put this (your particle creation function):
QUESTION
This is my first post here and I am not that experienced, so please excuse my ignorance.
I am building a Monte Carlo simulation in C++ for my PhD and I need help in optimizing its computational time and performance. I have a 3d cube repeated in each coordinate as a simulation volume and inside every cube magnetic particles are generated in clusters. Then, in the central cube a loop of protons are created and move and at each step calculate the total magnetic field from all the particles (among other things) that they feel.
At this moment I define everything inside the main function and because I need the position of the particles for my calculations (I calculate the distance between the particles during their placement and also during the proton movement), I store them in dynamic arrays. I haven't used any class or function,yet. This makes my simulations really slow because I have to use eventually millions of particles and thousands of protons. Even with hundreds it needs days. Also I use a lot of for and while loops and reading/writing to .dat files.
I really need your help. I have spent weeks trying to optimize my code and my project is behind schedule. Do you have any suggestion? I need the arrays to store the position of the particles .Do you think classes or functions would be more efficient? Any advice in general is helpful. Sorry if that was too long but I am desperate...
Ok, I edited my original post and I share my full script. I hope this will give you some insight regarding my simulation. Thank you.
Additionally I add the two input files
...ANSWER
Answered 2021-Jun-10 at 13:17I talked the problem in more steps, first thing I made the run reproducible:
QUESTION
When I adjust my config for Particles.js, the background color/image do not change from how it comes. I am not sure what I have done wrong. Here is my code:
HTML:
...ANSWER
Answered 2021-Jun-07 at 18:10QUESTION
I have 2 (incomplete) classes, Level and Object, in different files, that look like this
Object.h:
...ANSWER
Answered 2021-May-31 at 16:17Not sure if that's the best solution, but, thanks to @PeteBecker, I've added (and also found out, huh) include guard so now it looks like that:
Object.h:
QUESTION
Hi I am trying to build a website, and I am trying to use particles.js as my background and display the content in overlaying manner. However, it is displaying it on top of the page instead of the background. When I set its position as absolute, its changes the format of my website. How can I set that div as the background?
here how it changes the format of the website , when I set it as absolute
I have my background div id set as particles-js here is my code for base.html:
...ANSWER
Answered 2021-May-30 at 07:35You can try this but i am not sure if this works for you.
QUESTION
For some reason I get an error above for the following code:
...ANSWER
Answered 2021-May-26 at 18:39THREE.Float32Array
does not exist in three.js.
Change the line to be:
QUESTION
I have several SVGs in my code which I would like to use with Phaser (specifically for particles) without saving them into separate SVG files.
...ANSWER
Answered 2021-May-25 at 17:40Question was answered on Phaser 3 forum - https://phaser.discourse.group/t/is-it-possible-and-how-to-load-svg-string-in-phaser-3-instead-of-loading-it-from-path-url/9668
QUESTION
I have a 2D random walk where the particles have equal probabilities to move to the left, right, up, down or stay in the same position. I generate a random number from to 1 to 5 to decide in which direction the particle will move. The particle will perform n
steps, and I repeat the simulation several times.
I want to plot the probability F(t)
of hitting a linear barrier located at x = -10
for the first time (the particle will disappear after hitting this point). I started counting the number of particles fp
for each simulation that hit the trap, adding the value 1
each time I have a particle in the position x = -10
. After this I plotted fp
, number of particles hitting the trap for the first time, vs t
, the time steps.
ANSWER
Answered 2021-May-20 at 23:01First off, you are currently computing fp
as the cumulative sum of all particles that crossed the trap. This number must inevitably be asymptotic to n
. What you are looking for is the derivative of the cumulative sum, which is the number of particles crossing the trap per unit time.
A very simple change is necessary here in the second loop. Change the following condition
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