'CollisionZone' and 'ZonedAction'?

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willi-tobler

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Jan 25, 2011, 11:30:12 AM1/25/11
to Stardust Particle Engine
Hi,

I'm new to Stardust but have little experience with Flint and I'm
thinking about switching with a current project. At the moment I have
2 questions on how to accomplish that with Stardust. I used that quite
frequently in Flint and didn't find equations here in Stardust:

1.) 'CollisionZone': I used to build custom Deflectors by grouping
'LineZones' to a 'MultiZone' and then adding this one to the 2D-action
'CollisionZone'.
2.) I used 'ZonedActions' to restrict the actions to a specific area.

Can you please tell me how I can do that with Stardust?

Thanks in advance!
willi

Allen Chou

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Jan 25, 2011, 6:24:41 PM1/25/11
to stardust-par...@googlegroups.com
For deflectors, just combine deflectors or extend the Deflector class
to create your own deflector, and add the deflectors to the Deflect
class. For a more comprehensive tutorial, you can refer to my article
on ActiveTuts+.

http://active.tutsplus.com/tutorials/effects/manipulating-particle-motion-with-stardust-particle-engine-%E2%80%93-part-2/

For zoned actions, you may add actions to the ZoneTrigger class that
triggers subactions when particles are located in specific areas.

willi-tobler

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Jan 29, 2011, 4:35:14 AM1/29/11
to Stardust Particle Engine
Hi Allen,

thanks for your quick reply.

Combining deflectors won't do the trick for me as I need a bunch of
lines that shape my deflecting zone. Adding a composite or bitmap zone
to a deflector would be great. Or maybe you can give me a hint on how
to build my own MultipleLinesDeflector. I'm not quite sure on how to
check the collision of the particles with all the lines.

The ZoneTrigger was what I've been looking for and works fine. But
while testing this I didn't manage to get an Impulse to do anything.
And I didn't find an example for that. Can you drop me some lines to
show me how this works?

And one more question. I'd like to show in a sides view (cross
section) some liquid coming through a pipe and pouring into a vessel
until this is nearly filled up. Then a valve at the bottom is opened
the liquid flows down the next pipe. And flowing along the pipe should
also be simulated. What do you think how this would be best
accomplished with stardust? The liquid doesn't need to look like
water, this could be small balls for example, due to performance
issues!?

Any help is greatly appreciated, thanks a lot!
willi
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