a scalar matrix to store acceleration (expr_op() function only) Var scalarmat = new JitterMatrix(3, "float32", PARTICLE_COUNT) a scalar matrix to store the current gravity point Var summat2 = new JitterMatrix(1, "float32", PARTICLE_COUNT) another temporary summing matrix for the bang_op() function Var summat = new JitterMatrix(1, "float32", PARTICLE_COUNT) temporary summing matrix for the bang_op() function Var tempmat = new JitterMatrix(3, "float32", PARTICLE_COUNT) temporary matrix for the bang_op() function Var distmat = new JitterMatrix(3, "float32", PARTICLE_COUNT) Var attmat = new JitterMatrix(3, "float32", ATTRACTOR_COUNT) matrix of x,y,z points of attraction (gravity centers) Var velomat = new JitterMatrix(3, "float32", PARTICLE_COUNT) Var particlemat = new JitterMatrix(3, "float32", PARTICLE_COUNT) create the Jitter matrices we need to store our data Alternately, the attractor points may be such that the particles oscillate between them, caught in a conflicting gravity field that gradually stabilizes. As we can see in the jit.window, the points in our particle system gradually collapse towards one or more points of singularity. These gravity points, called attractors, act upon the particles in each frame to gradually pull particles towards them. The particle system used in our JavaScript simulation works by generating two sets of random points representing the positions and velocities of the particles and a number of spatial positions in the 3D space that contain gravity. A particle system generated as a Jitter matrix. Particle systems are widely used in computer simulations of our environment, and as such are a staple technology in many computer-generated imagery (CGI) applications. Particle systems may also contain other information and can be used to simulate a wide variety of natural processes such as running water or smoke. At their basic level, particles contain only their spatial coordinates. These particles have rules that determine how they move over time in relation to each other or in relation to other actors within the space. A particle system is essentially an algorithm that operates on a (often very large) number of spatial points called particles. Our JavaScript code generates a set of points that represent a simple particle system. Observe the results in the jit.window named parts. Click the toggle box above the qmetro object on the left hand side of the patch.In addition, this tutorial works with Jitter OpenGL objects as well as jit.expr, so you may want to review Tutorial 30: Drawing 3D Text, Tutorial 31: Rendering Destinations, and Tutorial 39: Spatial Mapping before we begin. This tutorial assumes you've read through the previous Tutorial 45: Introduction to using Jitter within JavaScript. This tutorial looks at a variety of solutions for how to manipulate matrix data within js using methods and properties of the JitterMatrix object, as well as using the jit.expr object within JavaScript. In many situations, we need to manipulate data stored in a Jitter matrix in a manner that would be awkward or difficult to do using a Max patcher. The JitterObject and JitterMatrix objects within JavaScript allow us to create new Jitter objects and matrices and work with them more or less as we would within a Max patcher. Tutorial 46: Manipulating Matrix Data using JavaScriptĪs we saw in the last tutorial, we can use the Max js object to design a pipeline of Jitter objects within procedural JavaScript code.
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