Package org.j3d.renderer.aviatrix3d.geom.particle

Particle systems implemented using the Aviatrix3D scene graph.


Class Summary
AVParticleSystem Base particle system implementation for geometry implemented over Aviatrix3D scene graphs.
PointParticleSystem A ParticleSystem implementation that uses points for representing each particle.
QuadParticleSystem A ParticleSystem implementation that uses quads for representing each particle.
TriangleFanParticleSystem A ParticleSystem implementation that uses triangle fans in the shape of a quad for representing each particle.

Package org.j3d.renderer.aviatrix3d.geom.particle Description

Particle systems implemented using the Aviatrix3D scene graph.

Particle systems are used to provide lots of visual effects like smoke and water in a 3D environment. This generalised system builds on the basic system provided by org.j3d.geom.particle with code that links it to Aviatrix3D rendering structures.

Design Notes

The implementations provided here are not necessarily the most efficient. They're designed to be extensible and cover a wide range of possible applications. Several improvements could be implemented over the top of these nodes, such as using programmable shaders to align the particles to the current view location.

Using A Particle System in code

The majority of the particle system setup is through the general classes provided in org.j3d.geom.particle. There is only a couple of classes needed per-system from this package. These classes are the implementation of the particle system manager, and some internal, private implementation classes.

For example, to set up a particle system that uses points for particles and an emitter that is a line, use the following code:

import org.j3d.geom.particle.*;
import org.j3d.renderer.aviatrix3d.geom.particle.PointParticleSystem;

public class MyParticleApp implements ApplicationUpdateObserver { ...

    // The particle system manager that we want to clock
    private ParticleSystemManager particleSystem;


    private void setupSceneGraph() {

        // this will do basic color interpolations over time
        float[] time = { 0, 1.5f, 2.5f, 5 };
        float[] colors = {
           1, 1, 1, 0,
           1, 0, 0, 0,
           1, 1, 0, 0,
           1, 1, 0, 1

        int particleCount = 10000;
        float[] position = {0, -0.5f, -20};
        float[] direction = {0, 0, 0};

        // create the ParticleInitializer for the ParticleSystem
        // the initializer is used to control how long particles within
        // the system live and how they are reinitialized when they die.
        // this simple initializer lets particles live for 200 iterations
        // and moves them to point 0,0,0 when they die
        float[] line = { -1, 0, 0,
                         -0.5f, -0.5f, 0,
                         0, 0, 0,
                         0.5f, -0.5f, 0,
                         1, 0, 0  };

        float[] velocity = { 0, -0.1f, 0 };

        ParticleInitializer emitter =
            new PolylineEmitter(10000,
                                line.length / 3,

        PointParticleSystem smoke_system =
           new PointParticleSystem("smoke", particleCount, 4);

        smoke_system.addParticleFunction(new MaxTimeParticleFunction());
        smoke_system.addParticleFunction(new PhysicsFunction());

        ColorRampFunction colorRamp = new ColorRampFunction(time, colors, true);

        particleSystem = new ParticleSystemManager();

        // Now create the shape to put the particle system in
        Shape3D p_shape = new Shape3D();



    public void updateSceneGraph() {

And that's it. You should see a raining set of points like this figure:


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