Simulating Water with a Particle System¶
In these notes you will learn:
- About particle systems and their many uses.
- How to model a drop of water as an object.
- How to model a flow of water as an
ArrayList
of objects.
Introduction¶
One of the things that’s easy to do in object-oriented programming is create many copies of an object. In this note, we’ll see how to simulate flowing water by create hundreds of small rectangles each representing one droplet of water. This is an example of a technique called particle systems, which is often used to simulate things like water, smoke, fire, clouds, and so on.
Note
Particle systems can be used to create many different kinds of special effects. For instance, if you search for “particle system” on YouTube you’ll find impressive demos like this.
What is Water?¶
Roughly speaking, water consists of many small particles called “drops of water”. Each droplet has a position and velocity, and so we can write this class:
class Droplet {
float x, y; // position of the droplet
float dx, dy; // velocity of the droplet
float gravity; // force of gravity on this droplet
Droplet() { // constructor
x = 10;
y = 290;
dx = 2.86;
dy = -1.30;
gravity = 0.01;
}
void render() {
pushMatrix();
noStroke();
fill(0, 0, 255);
translate(x, y);
rect(0, 0, 15, 15);
popMatrix();
}
void update() {
x += dx;
y += dy;
dy += gravity;
}
} // class Droplet
Note the following:
The
render()
function usestranslate
to move the origin of the coordinate system to where we want to draw the droplet. Thus therect
function always draws the drop at (0, 0).pushMatrix
saves the current coordinate system, andpopMatrix
restores the coordinate system to the way it was before the (most recent) call topushMatrix
.As we’ve seen before, gravity is simulated as a downward acceleration. For a
Droplet
object this means that we add a small value (the “gravitational constant” for the droplet) tody
every frame.The constructor for the droplet doesn’t need any input values:
droplet = new Droplet();
This creates a new
Droplet
object and calls theDroplet()
constructor, which in turn sets all the variables of the droplet to some default values.The
Droplet()
constructor is designed just for drawing one particle, and so we will soon have to change it.
One Drop of Water¶
Now that we have the Droplet
class, lets think about the path a single
drop of water takes when it is shot out of a hose. Suppose the particle comes
out of a hose on the left side of the screen and moves to the right at an
(initially) upward angle. As it moves across the screen, gravity is
constantly pulling it down towards the bottom of the screen. Thus the particle
traces a curve across the screen: it starts low, goes high, and then goes low
again.
Note
If this were a physics class we would sharpen this description to the point where a particle’s path can be described mathematically. However, we are not interested in the exact equations of movement here. Instead, we want to simulate particle movement well enough to look good for whatever application we are using it for.
So lets get this working in code:
// ... Droplet class as above ...
Droplet droplet;
void setup() {
size(900, 400);
droplet = new Droplet();
}
void draw() {
background(255);
droplet.render();
droplet.update();
}
Run this program and you’ll see a small blue square fly across the screen following a curved trajectory.
Multiple Particles¶
To simulate a flow of water out of a hose, we need to make some modifications:
We need to add many more droplets — enough to make it look somewhat like a stream of water.
We’ll add some randomness to the starting position and velocity of the droplets so that they spread out a bit. If we don’t do this then all the particles will follow exactly the same path.
We will want to “recycle” water droplets. With so many
Droplet
objects being animated at once, our program might start to slow down or eat up a lot of memory.So we’ll re-use droplets once they have flown off the screen and are no longer visible. This is a common trick, and it gives the illusion of a continuous flow of water while using a fixed amount of memory.
Here’s the modified program:
final int NUM_DROPLETS = 200;
final float SPEED = 8;
class Droplet {
float x, y;
float dx, dy;
float gravity;
Droplet() {
randomReset();
}
void randomReset() {
x = 0;
y = height - 10; // height is the height of the screen
dx = SPEED * random(0.24, 0.245);
dy = SPEED * random(-0.45, -0.35);
gravity = 2 * random(0.005, 0.015);
}
void render() {
pushMatrix();
noStroke();
fill(0, 0, 255);
translate(x, y);
rect(0, 0, 15, 15);
popMatrix();
}
void update() {
x += dx;
y += dy;
dy += gravity;
if (offScreen()) {
randomReset();
}
}
boolean offScreen() {
if (y > height || x > width || x < 0 || y < 0) {
return true;
} else {
return false;
}
}
} // class Droplet
ArrayList<Droplet> droplets;
void setup() {
size(900, 400);
droplets = new ArrayList<Droplet>();
int i = 0;
while (i < NUM_DROPLETS) {
Droplet d = new Droplet();
droplets.add(d);
++i;
}
}
void draw() {
background(255);
for (Droplet drop : droplets) {
drop.render();
drop.update();
}
}
Notice the following:
The constant
NUM_DROPLETS
is how many droplets of water will be in the simulation. Play around with this value to see the results you get.Keep in mind that the bigger the value of
NUM_DROPLETS
, the more time and memory the program takes to run.The constant
SPEED
is used as a convenient way to speed-up or slow-down all the particles at once. It’s used inrandomReset
.The
randomReset
function inDroplet
re-sets the droplet to be at the left side of the screen. Its velocity and gravity are then set randomly.The
offScreen
function returnstrue
if the droplet is off the screen, andfalse
if it is on the screen.The
update
function callsrandomReset
whenever it goes off the screen. In this way particles that are no longer visible get re-used in the animation.Droplet
objects are stored in anArrayList<Droplet>
container:// ... ArrayList<Droplet> droplets; // initialized to null void setup() { // ... droplets = new ArrayList<Droplet>(); // creates an empty ArrayList // ... }
We add
Droplet
objects todroplets
using a while-loop:// ... void setup() { // ... droplets = new ArrayList<Droplet>(); int i = 0; while (i < NUM_DROPLETS) { Droplet d = randomDroplet(); droplets.add(d); ++i; } }
The while-loop repeatedly creates a new random droplet, adds it to
droplets
, and then incrementsi
. Eventually, the conditioni < NUM_DROPLETS
will becomefalse
, thus terminating the loop.The for-each loop in the
draw
function draws and updates each water droplet:void draw() { background(255); for (Droplet drop : droplets) { drop.render(); drop.update(); } }
The results of this program are quite interesting: it creates an effect that is, at least, suggestive of water. It’s far from perfect, though, and you would need to play around with it some more to get it looking just right.
Programming Questions¶
- The pre-defined Processing variable
frameRate
is the approximate number of frames per second that a program is running at. Print the value offrameRate
in the upper-left corner of the screen so that it is easy to see what the current frame rate is. This is a good way to get a quick estimate of the performance of your program after you add some new special effect, e.g. some effects like smoothing or using alpha values can have a significant impact on the frame rate. - Modify
randomReset
so that the size of the droplet is randomly chosen within a min/max range of values of your choosing. - Modify the program so that the source of the water is the location of the mouse pointer. Thus, as you move the pointer around the screen the entire flow of water moves with it.
- Modify your answer to the previous question so that if you click on the screen, then the water flow is “pinned” to that location for the rest of the program. That is, the water flow will not follow the mouse after you have clicked a button.