mirror of
https://github.com/inspec/inspec
synced 2024-12-29 22:43:25 +00:00
353 lines
8.4 KiB
JavaScript
353 lines
8.4 KiB
JavaScript
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window.addEventListener("load", windowLoadHandler, false);
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var sphereRad = 280;
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var radius_sp=1;
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//for debug messages
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var Debugger = function() { };
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Debugger.log = function(message) {
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try {
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console.log(message);
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}
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catch (exception) {
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return;
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}
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}
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function windowLoadHandler() {
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canvasApp();
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}
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function canvasSupport() {
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return Modernizr.canvas;
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}
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function canvasApp() {
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if (!canvasSupport()) {
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return;
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}
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var theCanvas = document.getElementById("canvasOne");
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var context = theCanvas.getContext("2d");
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var displayWidth;
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var displayHeight;
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var timer;
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var wait;
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var count;
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var numToAddEachFrame;
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var particleList;
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var recycleBin;
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var particleAlpha;
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var r,g,b;
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var fLen;
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var m;
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var projCenterX;
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var projCenterY;
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var zMax;
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var turnAngle;
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var turnSpeed;
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var sphereCenterX, sphereCenterY, sphereCenterZ;
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var particleRad;
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var zeroAlphaDepth;
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var randAccelX, randAccelY, randAccelZ;
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var gravity;
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var rgbString;
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//we are defining a lot of variables used in the screen update functions globally so that they don't have to be redefined every frame.
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var p;
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var outsideTest;
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var nextParticle;
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var sinAngle;
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var cosAngle;
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var rotX, rotZ;
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var depthAlphaFactor;
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var i;
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var theta, phi;
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var x0, y0, z0;
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init();
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function init() {
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wait = 1;
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count = wait - 1;
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numToAddEachFrame = 8;
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//particle color
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r = 70;
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g = 255;
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b = 140;
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rgbString = "rgba("+r+","+g+","+b+","; //partial string for color which will be completed by appending alpha value.
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particleAlpha = 1; //maximum alpha
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displayWidth = theCanvas.width;
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displayHeight = theCanvas.height;
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fLen = 320; //represents the distance from the viewer to z=0 depth.
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//projection center coordinates sets location of origin
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projCenterX = displayWidth/2;
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projCenterY = displayHeight/2;
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//we will not draw coordinates if they have too large of a z-coordinate (which means they are very close to the observer).
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zMax = fLen-2;
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particleList = {};
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recycleBin = {};
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//random acceleration factors - causes some random motion
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randAccelX = 0.1;
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randAccelY = 0.1;
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randAccelZ = 0.1;
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gravity = -0; //try changing to a positive number (not too large, for example 0.3), or negative for floating upwards.
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particleRad = 2.5;
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sphereCenterX = 0;
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sphereCenterY = 0;
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sphereCenterZ = -3 - sphereRad;
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//alpha values will lessen as particles move further back, causing depth-based darkening:
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zeroAlphaDepth = -750;
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turnSpeed = 2*Math.PI/1200; //the sphere will rotate at this speed (one complete rotation every 1600 frames).
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turnAngle = 0; //initial angle
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timer = setInterval(onTimer, 10/24);
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}
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function onTimer() {
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//if enough time has elapsed, we will add new particles.
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count++;
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if (count >= wait) {
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count = 0;
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for (i = 0; i < numToAddEachFrame; i++) {
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theta = Math.random()*2*Math.PI;
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phi = Math.acos(Math.random()*2-1);
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x0 = sphereRad*Math.sin(phi)*Math.cos(theta);
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y0 = sphereRad*Math.sin(phi)*Math.sin(theta);
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z0 = sphereRad*Math.cos(phi);
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//We use the addParticle function to add a new particle. The parameters set the position and velocity components.
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//Note that the velocity parameters will cause the particle to initially fly outwards away from the sphere center (after
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//it becomes unstuck).
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var p = addParticle(x0, sphereCenterY + y0, sphereCenterZ + z0, 0.002*x0, 0.002*y0, 0.002*z0);
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//we set some "envelope" parameters which will control the evolving alpha of the particles.
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p.attack = 50;
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p.hold = 50;
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p.decay = 100;
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p.initValue = 0;
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p.holdValue = particleAlpha;
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p.lastValue = 0;
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//the particle will be stuck in one place until this time has elapsed:
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p.stuckTime = 90 + Math.random()*20;
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p.accelX = 0;
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p.accelY = gravity;
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p.accelZ = 0;
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}
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}
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//update viewing angle
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turnAngle = (turnAngle + turnSpeed) % (2*Math.PI);
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sinAngle = Math.sin(turnAngle);
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cosAngle = Math.cos(turnAngle);
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//background fill
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context.fillStyle = "rgba(255,255,255, 0)";
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context.fillRect(0,0,displayWidth,displayHeight);
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//update and draw particles
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p = particleList.first;
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while (p != null) {
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//before list is altered record next particle
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nextParticle = p.next;
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//update age
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p.age++;
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//if the particle is past its "stuck" time, it will begin to move.
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if (p.age > p.stuckTime) {
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p.velX += p.accelX + randAccelX*(Math.random()*2 - 1);
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p.velY += p.accelY + randAccelY*(Math.random()*2 - 1);
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p.velZ += p.accelZ + randAccelZ*(Math.random()*2 - 1);
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p.x += p.velX;
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p.y += p.velY;
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p.z += p.velZ;
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}
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/*
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We are doing two things here to calculate display coordinates.
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The whole display is being rotated around a vertical axis, so we first calculate rotated coordinates for
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x and z (but the y coordinate will not change).
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Then, we take the new coordinates (rotX, y, rotZ), and project these onto the 2D view plane.
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*/
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rotX = cosAngle*p.x + sinAngle*(p.z - sphereCenterZ);
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rotZ = -sinAngle*p.x + cosAngle*(p.z - sphereCenterZ) + sphereCenterZ;
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m =radius_sp* fLen/(fLen - rotZ);
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p.projX = rotX*m + projCenterX;
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p.projY = p.y*m + projCenterY;
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//update alpha according to envelope parameters.
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if (p.age < p.attack+p.hold+p.decay) {
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if (p.age < p.attack) {
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p.alpha = (p.holdValue - p.initValue)/p.attack*p.age + p.initValue;
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}
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else if (p.age < p.attack+p.hold) {
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p.alpha = p.holdValue;
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}
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else if (p.age < p.attack+p.hold+p.decay) {
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p.alpha = (p.lastValue - p.holdValue)/p.decay*(p.age-p.attack-p.hold) + p.holdValue;
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}
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}
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else {
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p.dead = true;
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}
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//see if the particle is still within the viewable range.
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if ((p.projX > displayWidth)||(p.projX<0)||(p.projY<0)||(p.projY>displayHeight)||(rotZ>zMax)) {
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outsideTest = true;
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}
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else {
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outsideTest = false;
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}
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if (outsideTest||p.dead) {
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recycle(p);
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}
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else {
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//depth-dependent darkening
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depthAlphaFactor = (1-rotZ/zeroAlphaDepth);
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depthAlphaFactor = (depthAlphaFactor > 1) ? 1 : ((depthAlphaFactor<0) ? 0 : depthAlphaFactor);
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context.fillStyle = rgbString + depthAlphaFactor*p.alpha + ")";
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//draw
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context.beginPath();
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context.arc(p.projX, p.projY, m*particleRad, 0, 2*Math.PI, false);
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context.closePath();
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context.fill();
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}
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p = nextParticle;
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}
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}
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function addParticle(x0,y0,z0,vx0,vy0,vz0) {
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var newParticle;
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var color;
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//check recycle bin for available drop:
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if (recycleBin.first != null) {
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newParticle = recycleBin.first;
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//remove from bin
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if (newParticle.next != null) {
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recycleBin.first = newParticle.next;
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newParticle.next.prev = null;
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}
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else {
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recycleBin.first = null;
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}
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}
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//if the recycle bin is empty, create a new particle (a new ampty object):
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else {
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newParticle = {};
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}
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//add to beginning of particle list
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if (particleList.first == null) {
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particleList.first = newParticle;
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newParticle.prev = null;
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newParticle.next = null;
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}
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else {
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newParticle.next = particleList.first;
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particleList.first.prev = newParticle;
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particleList.first = newParticle;
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newParticle.prev = null;
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}
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//initialize
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newParticle.x = x0;
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newParticle.y = y0;
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newParticle.z = z0;
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newParticle.velX = vx0;
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newParticle.velY = vy0;
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newParticle.velZ = vz0;
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newParticle.age = 0;
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newParticle.dead = false;
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if (Math.random() < 0.5) {
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newParticle.right = true;
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}
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else {
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newParticle.right = false;
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}
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return newParticle;
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}
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function recycle(p) {
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//remove from particleList
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if (particleList.first == p) {
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if (p.next != null) {
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p.next.prev = null;
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particleList.first = p.next;
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}
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else {
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particleList.first = null;
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}
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}
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else {
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if (p.next == null) {
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p.prev.next = null;
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}
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else {
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p.prev.next = p.next;
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p.next.prev = p.prev;
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}
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}
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//add to recycle bin
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if (recycleBin.first == null) {
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recycleBin.first = p;
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p.prev = null;
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p.next = null;
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}
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else {
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p.next = recycleBin.first;
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recycleBin.first.prev = p;
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recycleBin.first = p;
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p.prev = null;
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}
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}
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}
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$(function() {
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$( "#slider-range" ).slider({
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range:false,
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min: 20,
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max: 500,
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value: 280,
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slide: function( event, ui ) {
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console.log(ui.value);
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sphereRad = ui.value;
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}
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});
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});
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$(function() {
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$( "#slider-test" ).slider({
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range:false,
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min: 1.0,
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max: 2.0,
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value: 1,
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step:0.01,
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slide: function( event, ui ) {
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radius_sp = ui.value;
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}
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});
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});
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