This is a continuation of the explanation behind Trigonometric Particles. Read up on part 1 if you haven’t done so.
Actually, there isn’t a clever coding construct I used to implement the axis functions. I just created a function that does a combination of polynomials and trigonometry functions. It looks something like this:
float function AxisFunction(float t, float p0, float p1, float p2, float p3, float p4, float p5, float p6)
float result = 0.0;
result += p0 + p1*t + p2*t*t + p3*t*t*t;
result += p4*sin(t) + p5*cos(t) + p6*tan(t);
The variable t is the time elapsed. The first part of the function is basically a cubic polynomial. The second part is a sum of the 3 standard trigonometric functions. Basically, I’m just passing in parameters which are the coefficients of the respective terms.
To simulate a sphere, since I can’t quite summon the mental energy to switch between my preferred Y-axis-pointing-skywards and the more widely known Z-axis-pointing-skywards coordinate system, I’ll just use the more famous version to illustrate. So the axes are:
x = r * sin(theta) * cos(phi)
y = r * sin(theta) * sin(phi)
z = r * cos(theta)
To calculate the X, Y, Z coordinates, I just use different combinations of AxisFunction(). So
x = AxisFunction(t, 0,0,0,0, r,0,0) * AxisFunction(t/2, 0,0,0,0, 0,1,0)
y = AxisFunction(t, 0,0,0,0, r,0,0) * AxisFunction(t/2, 0,0,0,0, 1,0,0)
z = AxisFunction(t, 0,0,0,0, 0,r,0)
I’m passing t/2 for a different-valued phi. I can’t remember the exact multiple of t I used… so I’m just using t/2 as an example. For the sphere simulation, I was playing around with t to get the particles to swirl and end roughly near the top of the sphere. Took me a while to figure out the right magic number…
To simulate a cylinder, just set polar coordinates on X and Y, then use Z as the height.
x = AxisFunction(t, 0,0,0,0, 0,r,0)
y = AxisFunction(t, 0,0,0,0, r,0,0)
z = AxisFunction(t, 0,H,0,0, 0,0,0)
where H corresponds to the speed value you want the particles to “climb” the cylinder. Again, much time taken to figure out the right magic number…
As for the tornado simulation, notice that it’s similar to that of a cylinder, and the particles circle with a wider radius as they climb the cylinder. So the radius is now a function of the height.
Actually, we just need the radius to increase as t increases, not necessarily as a function of height. So we apply a linear function to r.
x = AF(t, 0,0,0,0, 0, r * AF(t, 0,L,0,0, 0,0,0), 0)
y = AF(t, 0,0,0,0, r * AF(t, 0,L,0,0, 0,0,0), 0,0)
z = AF(t, 0,H,0,0, 0,0,0)
where L is some magic number such that the radius increases in a reasonable manner proportionate to the time elapsed (and effectively proportionate to the height).
I have a confession to make. When I first introduced Trigonometric Particles, I said I used a W axis as well as composite functions. Well I truly remembered having a W axis, and I think I used it as such:
x = W * AF(…)
x = AF( … W, …)
But I’m not using W in my explanations above. Hmm… somehow while writing the explanations, the W axis wasn’t required.
As for composite functions, a short description. H is a composite function when
H(x) = F(G(x))
meaning you calculate G(x) first, then calculate function F using G(x). That’s what we’re doing when we passed in one form of AxisFunction() to another AxisFunction() as a parameter.
Well, my memory being foggy, I seem to recall having both W axis and the use of composite functions. It appears one can simulate the results with one or the other. Oh well, no one’s perfect…
And the last simulation pattern, the sun’s surface? I think I used a pure polynomial. Quadratic, I think…