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New particles are being added to a standard particle fluid "Container01" node. Be aware that the number of particles can grow quickly, and we recommend using low-resolution objects for this example:
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# Load Python's random number generator import random # Create random number and define a threshold ("speedLimit") rndNumber = random.uniform(-0.2,0.2) speedLimit = 2.5 # Get the standard particle emitter "Container01" and its collision object "Sphere01" emitter = scene.get_PB_Emitter("Container01") collisionObject = scene.getObject("Sphere01") # Check if there is a collision object # Since the scene only contains one collision object "Sphere01" no further separation is required if (len(collisionObject.getCollidingObjects()) > 0): # Get the "Sphere01" node's vertices and its velocity vertices = collisionObject.getVertices() objectVelocity = collisionObject.getVelocity() # Loop through every vertex and compare its velocity against "speedLimit" # If the vertex's velocity is greater than or equal to "speedLimit", change the point's velocity for vertex in vertices: if (objectVelocity.module() >= speedLimit): vertexVelocity = vertex.getVelocity() vertexVelocity.scale(1.2 + rndNumber) emitter.addParticle(vertex.getPosition(), vertexVelocity) |
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Get a torus object's polygons and get the three vertices of each polygon. Then, calculate each polygon's midpoint and place a particle there:
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# Get the "Torus01" object and its polygons and vertices # Define a null vector and get the standard particle node "Container01" polygonObject = scene.getObject("Torus01") polygons = polygonObject.getFaces() vertices = polygonObject.getVertices() vertexPosition = Vector.new(0,0,0) container = scene.get_PB_Emitter("Container01") # Loop through every polygon and get its associated 3 vertices for polygon in polygons: vertexIndices = polygon.getIndices() vertex0 = vertices[vertexIndices[0]] vertex1 = vertices[vertexIndices[1]] vertex2 = vertices[vertexIndices[2]] # Get the 3 vertex positions vertex0Pos = vertex0.getPosition() vertex1Pos = vertex1.getPosition() vertex2Pos = vertex2.getPosition() # Add all position vectors and calculate the average position (=polygon's midpoint) vertexPosition = vertex0Pos + vertex1Pos + vertex2Pos vertexPosition.set(vertexPosition.x / 3, vertexPosition.y / 3, vertexPosition.z / 3) # Place a new particle at "vertexPosition" with velocity 0 container.addParticle(vertexPosition, Vector.new(0,0,0)) |