Particle Collision Boundary

 
 
 

By Bret A. Hughes, Autodesk (formerly Alias) Santa Barbara Development Center.

This script, dynFuncBoundary.mel, tests the particle collision boundary for a mesh plane. The script creates an emitter above a sphere that is above a plane. The emitted particles are affected by gravity as they bounce off the sphere and the plane.

dynFuncBoundary.mel

// dynFuncBoundary.mel
//
// Alias Script File
// MODIFY THIS AT YOUR OWN RISK
//
// Creation Date: 09 September 1996; Modified 08 January 2000
// Author: bah
//
// Procedure Name:
// dynFuncBoundary
//
// Description:
// Creates scene to test the particle collision boundary for a mesh
// plane.
//
// Input Arguments:
// None.
//
// Return Value:
// None.
//
//
// ========== dynFuncBoundary ==========
//
// SYNOPSIS
// Creates scene to test the particle collision boundary for 
// a mesh plane.
//
global proc dynFuncBoundary() 
{
 // Clear the scene and reset the timeline.
 //
 file -f -new;
 currentTime -e 1;
 // Display information to the user about what to expect from this
 // subtest and give some time for the user to read this information.
 // 
 print( "\nParticles fall and collide with ball and plane.\n" );
 system( "sleep 1" );
 // Create the bottom plane.
 // 
 nurbsPlane -name plane;
 scale 7.01291 7.01291 7.01291;
 rotate 0rad 0rad -1.5708rad;
 move 0 0.2 0;
 // Create the ball above the plane.
 // 
 polySphere -name ball;
 scale 1.20479 1.20479 1.20479;
 move 0 2.7 0;
 // Create the emitter above the ball and plane. Make the particles 
 // affected by gravity and have them bounce off the ball and the 
 // bottom plane.
 // 
 emitter -type omni -r 100 -mnd 0 -mxd 0.7 -spd 1 -pos 0 5 0 -name emitter;
 particle -name particles;
 connectDynamic -em emitter particles;
 gravity -dx 0 -dy -1 -dz 0 -m 9.8 -pos 10 10 0 -name gravity;
 connectDynamic -f gravity particles;
 collision -r 0.50 -f 0.14 plane;
 collision -r 0.50 -f 0.14 ball;
 connectDynamic -c plane -c ball particles;
 // Make the picture a pretty one and play the test.
 //
 select -r particles;
 selectMode -component;
 hide plane ball;
 // Set up the playback options.
 //
 float $frames = 150;
 playbackOptions -min 1 -max $frames -loop once;
 // Time how long it takes to play the scene and then determine the 
 // playback frame rate. Make sure when getting the frame rate
 // that no values are divided by zero.
 //
 float $startTime = `timerX`;
 play -wait;
 float $elapsed = `timerX -st $startTime`;
 float $fps = ($elapsed == 0.0 ? 0.0 : $frames/$elapsed);
 // Print the frames per second (fps) of the subtest in the form X.X.
 //
 print("dynFuncBoundary: Done. (");
 print( (int)($fps * 10)/10.0 + " fps)\n" );
} // dynFuncBoundary //

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