static {
   Core.update.forEach(
       dt -> {
         Iterator<Particle> it = ALL.iterator();
         while (it.hasNext()) {
           Particle p = it.next();
           p.vel = p.vel.add(p.gra.multiply(dt));
           p.pos = p.pos.add(p.vel.multiply(dt));
           p.lifeTime -= dt;
           if (p.lifeTime < 0 || CubeMap.isSolid(p.pos)) {
             it.remove();
           }
         }
       });
   Sprite s = new Sprite("ball");
   Core.render.onEvent(
       () -> {
         ALL.forEach(
             p -> {
               s.scale = new Vec2(p.size);
               s.color = p.color;
               Vec3 towardsSprite = p.pos.subtract(Window3D.pos);
               s.draw(
                   p.pos.subtract(towardsSprite.cross(Window3D.UP).withLength(-s.scale.x / 2)),
                   -towardsSprite.direction2() + Math.PI / 2,
                   towardsSprite.direction() + Math.PI / 2);
             });
       });
 }
Beispiel #2
0
  @Override
  public void createInner() {
    List<Particle> particles = new LinkedList();
    for (int i = 0; i < 2500; i++) {
      particles.add(
          new Particle(Window3D.pos.add(Vec3.randomSquare(MAX_DIST)), Math.random() * .04 + .06));
    }
    onUpdate(
        dt -> {
          Iterator<Particle> it = particles.iterator();
          while (it.hasNext()) {
            Particle p = it.next();
            p.pos = p.pos.add(Vec3.randomSquare(dt / 5).add(new Vec3(0, 0, -dt)));
            p.pos =
                Window3D.pos.add(
                    p.pos
                        .subtract(Window3D.pos)
                        .perComponent(d -> (d + 3 * MAX_DIST) % (2 * MAX_DIST) - MAX_DIST));
          }
        });

    Sprite s = new Sprite("snowflake2");
    Core.renderLayer(.2)
        .onEvent(
            () -> {
              glEnable(GL_TEXTURE_2D);
              s.getTexture().bind();
              WHITE.glColor();
              glBegin(GL_QUADS);
              particles.forEach(
                  p -> {
                    if (CubeMap.rayCastStream(p.pos, new Vec3(0, 0, 1))
                        .anyMatch(cd -> cd.c != null)) {
                      return;
                    }
                    ;
                    Vec3 towards = p.pos.subtract(Window3D.pos);
                    Vec3 side = towards.cross(Window3D.UP).withLength(p.size / 2);
                    Vec3 snowUp = towards.cross(side).withLength(p.size / 2);
                    Graphics3D.drawQuadFastT(
                        p.pos.add(side).add(snowUp),
                        p.pos.subtract(side).add(snowUp),
                        p.pos.subtract(side).subtract(snowUp),
                        p.pos.add(side).subtract(snowUp));
                  });
              glEnd();
            })
        .addChild(this);
  }