File size: 21,819 Bytes
b234338 e14f09d b234338 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 | # Particri (بارتيكري) - Complete Technical Documentation & API Reference
## التوثيق التقني الشامل والمرجع الكامل لجميع دوال ومكونات المكتبة
Welcome to the definitive reference manual for **Particri**, the state-of-the-art C++20 and Python particle simulation and procedural rendering engine.
---
# 📑 Table of Contents (فهرس المحتويات)
1. [Architectural Overview (نظرة عامة على البنية البرمجية)](#1-architectural-overview)
2. [Class: ParticleEngine (محرك الجزيئات الأساسي)](#2-class-particleengine)
3. [Enums (الثوابت والتصنيفات)](#3-enums)
- [ParticleShape (أشكال الجزيئات)](#particleshape)
- [BlendMode (أوضاع دمج الألوان)](#blendmode)
- [EmitterShape (أشكال البواعث)](#emittershape)
4. [Math Primitives: Vec2 & Color4 (بُنى الرياضيات والألوان)](#4-math-primitives)
5. [Class: Presets (الأنماط الجاهزة فائقة الواقعية)](#5-class-presets)
6. [Class: StyleGenerator (مولد الستايلات اللانهائية)](#6-class-stylegenerator)
7. [Class: StockFactory (مصنع أصول الستوك الضخم لـ Shutterstock)](#7-class-stockfactory)
8. [Class: Exporter (نظام التصدير للصور والفيديو والمتحركات)](#8-class-exporter)
9. [Class: Studio (الأستوديو التفاعلي المباشر 60 FPS)](#9-class-studio)
10. [End-to-End Tutorials (أمثلة برمجية شاملة)](#10-end-to-end-tutorials)
---
# 1. Architectural Overview
Particri is architected in a high-performance two-tier hybrid model:
- **Tier 1: High-Performance C++20 Core (`_particri_core`)**:
- Implements SIMD vector math, force fields, and multithreaded rasterization.
- Integrates **`FastNoiseLite`** to compute divergence-free **Curl Noise** ($\nabla \cdot \vec{v} = 0$), producing smooth fluid-like particle turbulence.
- Generates mathematical light sprites on-the-fly (`Star4`, `Star8`, `Bokeh`, `Halo`, `Streak`, `Glitter`).
- High Dynamic Range (HDR) accumulation pipeline with multi-pass Gaussian Optical Bloom and Reinhard tone mapping.
- Exposes zero-copy NumPy memory views via **`pybind11`**.
- **Tier 2: Python High-Level API (`particri`)**:
- Intuitive, declarative class hierarchy with chaining support.
- Infinite procedural style synthesis engine.
- Automated Shutterstock batch production and SEO metadata generator.
- Real-time interactive studio with live 60 FPS Pygame viewport.
---
# 2. Class: ParticleEngine
The primary coordinator managing particles, emitters, forces, and rendering.
```python
import particri
engine = particri.ParticleEngine(max_particles=30000, width=1920, height=1080)
```
### Constructor: `__init__`
```python
ParticleEngine(max_particles: int = 25000, width: int = 1920, height: int = 1080)
```
- **`max_particles`** *(int)*: Maximum number of particles allocated in the pre-allocated C++ memory pool.
- **`width`** *(int)*: Frame buffer horizontal resolution in pixels.
- **`height`** *(int)*: Frame buffer vertical resolution in pixels.
---
### Emitter Management: `add_emitter`
Configures and attaches a new procedural particle emitter to the system.
```python
engine.add_emitter(
shape=particri.EmitterShape.Point,
position=(960.0, 540.0),
size=(100.0, 100.0),
rate=200.0,
speed_range=(20.0, 120.0),
angle_range=(0.0, 6.283185),
lifetime_range=(1.5, 3.5),
size_start_range=(6.0, 18.0),
size_end_range=(0.0, 2.0),
color_start=(1.0, 0.85, 0.35, 1.0),
color_variance=(0.1, 0.1, 0.05, 0.0),
color_end=(1.0, 0.5, 0.1, 0.0),
particle_shape=particri.ParticleShape.Star4,
twinkle_speed_range=(3.0, 12.0),
rotation_speed_range=(-2.0, 2.0),
drag=0.15,
radial_velocity=True,
seed=42
) -> int
```
#### Parameters:
- **`shape`** (`EmitterShape`): Geometry from which particles originate (`Point`, `Circle`, `Ring`, `Box`, `Line`).
- **`position`** (`Tuple[float, float]`): Center `(x, y)` coordinate of the emitter in pixels.
- **`size`** (`Tuple[float, float]`): Emitter dimensions:
- For `Box`: `(width, height)`.
- For `Circle`: `(inner_radius, outer_radius)` (inner radius is 0 for solid disc).
- For `Ring`: `(inner_radius, outer_radius)`.
- **`rate`** (`float`): Emission rate in particles spawned per second.
- **`speed_range`** (`Tuple[float, float]`): Min and max initial ejection velocity in pixels/second.
- **`angle_range`** (`Tuple[float, float]`): Min and max ejection angle in radians `[0, 2π]`.
- **`lifetime_range`** (`Tuple[float, float]`): Min and max lifespan of each particle in seconds.
- **`size_start_range`** (`Tuple[float, float]`): Min and max initial particle diameter in pixels.
- **`size_end_range`** (`Tuple[float, float]`): Min and max diameter at the end of particle lifetime.
- **`color_start`** (`Tuple[float, float, float, float]`): Initial RGBA color in normalized float `[0.0, 1.0+]` (supports HDR values > 1.0).
- **`color_variance`** (`Tuple[float, float, float, float]`): Random jitter added to `color_start` per particle.
- **`color_end`** (`Tuple[float, float, float, float]`): Target RGBA color at the end of particle lifetime.
- **`particle_shape`** (`ParticleShape`): Visual sprite shape (`Bokeh`, `Star4`, `Star8`, `Halo`, `Streak`, `Glitter`).
- **`twinkle_speed_range`** (`Tuple[float, float]`): Frequency of specular twinkle oscillation.
- **`rotation_speed_range`** (`Tuple[float, float]`): Angular rotation speed in radians/second.
- **`drag`** (`float`): Particle specific air resistance coefficient.
- **`radial_velocity`** (`bool`): If `True`, velocity points radially outward from the emitter center.
- **`seed`** (`int`): PRNG seed for reproducible particle distribution.
- **Returns**: `int` - Index of the newly created emitter.
---
### Physics & Force Fields
#### `add_curl_noise`
Adds divergence-free 2D/3D turbulence field computed via finite differences over OpenSimplex2 noise. Guarantees $\nabla \cdot \vec{v} = 0$, giving fluid-like swirling motion without clumping.
```python
engine.add_curl_noise(seed: int = 1337, strength: float = 120.0, frequency: float = 0.003, speed: float = 0.3) -> ParticleEngine
```
- **`seed`**: FastNoiseLite PRNG seed.
- **`strength`**: Force magnitude scaling the curl velocity vectors.
- **`frequency`**: Spatial scale of noise vortices (lower = larger swirling eddies).
- **`speed`**: Temporal rate of evolution of the noise field over time.
#### `add_vortex`
Adds an orbital rotational vortex force around a specified coordinate.
```python
engine.add_vortex(center: Tuple[float, float], strength: float = 150.0, radial_pull: float = 20.0, radius: float = 800.0) -> ParticleEngine
```
- **`center`**: `(x, y)` coordinate of the vortex core.
- **`strength`**: Tangential rotational speed.
- **`radial_pull`**: Inward (positive) or outward (negative) suction force.
- **`radius`**: Maximum effective radius of the vortex field.
#### `add_gravity`
Adds constant directional acceleration (gravity, wind, or diagonal draft).
```python
engine.add_gravity(gx: float = 0.0, gy: float = 98.0) -> ParticleEngine
```
#### `add_drag`
Adds global fluid damping resistance proportional to velocity ($F = -k \cdot v$).
```python
engine.add_drag(coeff: float = 0.5) -> ParticleEngine
```
#### `add_attractor`
Attracts (positive strength) or repels (negative strength) particles towards a point.
```python
engine.add_attractor(target: Tuple[float, float], strength: float = 200.0, min_distance: float = 20.0, max_distance: float = 800.0) -> ParticleEngine
```
#### `add_brownian`
Adds chaotic microscopic Brownian motion jitter (critical for floating dust and pollen).
```python
engine.add_brownian(strength: float = 30.0, seed: int = 42) -> ParticleEngine
```
---
### Trapcode Particular Iconic VFX Systems
#### 1. Auxiliary System (`enable_aux_system` / `disable_aux_system`)
Recreates Trapcode Particular's famous **Aux System** where primary parent particles emit secondary child particles (sparkle trails, smoke dust, or explosive death bursts):
```python
engine.enable_aux_system(
rate: float = 15.0, # Aux particles emitted per parent per second
lifetime: float = 1.2, # Lifespan of child particles in seconds
size_range: Tuple[float, float] = (4.0, 0.5), # (start_size, end_size)
color_start: Tuple[float, float, float, float] = (1.0, 0.9, 0.4, 0.9),
color_end: Tuple[float, float, float, float] = (1.0, 0.4, 0.1, 0.0),
inherit_color: bool = True, # If True, inherits current parent color
velocity_inheritance: float = 0.15, # Percentage of parent velocity inherited
spread: float = 25.0, # Random velocity dispersion jitter
particle_shape: ParticleShape = ParticleShape.Glitter,
size_curve: CurveType = CurveType.Bell,
opacity_curve: CurveType = CurveType.GrowAndFade,
emit_at_death: int = 0 # Burst count when parent particle dies
) -> ParticleEngine
engine.disable_aux_system() -> ParticleEngine
```
#### 2. Layer / Mask Image Emitter (`add_layer_emitter`)
Recreates Trapcode Particular's **Layer Grid Emitter**. Particles are born exclusively from non-empty pixels of an image, logo, or text mask, with optional **automatic pixel color inheritance**:
```python
engine.add_layer_emitter(
image: Union[str, Path, np.ndarray], # Filepath or (H, W, 4) NumPy array
rate: float = 500.0,
threshold: float = 0.05, # Alpha / luminance cutoff
inherit_layer_color: bool = True, # Particles born with the exact colors of the logo
speed_range: Tuple[float, float] = (5.0, 30.0),
lifetime_range: Tuple[float, float] = (1.0, 2.5),
size_start_range: Tuple[float, float] = (4.0, 10.0),
size_end_range: Tuple[float, float] = (0.0, 1.0),
particle_shape: ParticleShape = ParticleShape.Star8,
size_curve: CurveType = CurveType.Bell,
opacity_curve: CurveType = CurveType.GrowAndFade,
drag: float = 0.2,
seed: int = 42
) -> int
```
#### 3. Floor & Bounce Collision Physics (`add_bounce_plane`)
Recreates Trapcode Particular's **Bounce Physics**. Adds collision planes (floors, ceilings, walls) that particles bounce against with elasticity (restitution) and surface friction:
```python
engine.add_bounce_plane(
coord: float = 900.0, # Floor coordinate (y) or wall coordinate (x)
bounce: float = 0.65, # Elasticity restitution [0.0 = clay stop, 1.0 = superball]
friction: float = 0.85, # Tangential friction factor [0.0 = full stop, 1.0 = frictionless]
is_horizontal: bool = True,# True for Floor/Ceiling (Y), False for Walls (X)
is_max: bool = True # True for Floor / Right Wall (>= coord), False for Ceiling / Left Wall (<= coord)
) -> ParticleEngine
```
#### 4. Curves Over Life (`CurveType`)
Advanced mathematical curves for evaluating size and opacity dynamically across particle lifespan:
- `CurveType.Linear`: Linear ramp from start to end.
- `CurveType.Bell`: $\sin(\pi t)$, peaks at mid-life and fades gracefully at birth and death.
- `CurveType.GrowAndFade`: Grows during first 15% of life, sustains until 75%, then fades out.
- `CurveType.Pulse`: Oscillating shimmer wave.
- `CurveType.Decay`: Exponential decay $e^{-3.5t}$.
- `CurveType.EaseIn`: Quadratic ease in ($t^2$).
- `CurveType.EaseOut`: Quadratic ease out ($1 - (1-t)^2$).
---
### Simulation & Lifecycle Methods
#### `burst`
Instantly spawns $N$ particles in a single frame from the specified emitter.
```python
engine.burst(emitter_idx: int = 0, count: int = 100) -> ParticleEngine
```
#### `update`
Advances physics simulation, force application, lifecycles, and particle emission by `dt` seconds.
```python
engine.update(dt: float) -> ParticleEngine
```
#### `warmup`
Fast-forwards the simulation by `duration` seconds in steps of `step` to achieve steady-state visual dispersion before rendering.
```python
engine.warmup(duration: float = 2.0, step: float = 1.0 / 60.0) -> ParticleEngine
```
#### `clear` / `reset_forces` / `reset_emitters`
```python
engine.clear() # Deactivates all active particles
engine.reset_forces() # Removes all registered force fields
engine.reset_emitters() # Removes all registered emitters
```
---
### Rendering Methods
#### `render`
Renders the current frame to an **(H, W, 4) uint8 RGBA** NumPy array with tone mapping.
```python
engine.render(
blend_mode: BlendMode = BlendMode.Additive,
bloom: bool = True,
bloom_threshold: float = 0.35,
bloom_intensity: float = 0.8,
bloom_radius: int = 8
) -> np.ndarray
```
- **`blend_mode`**: Blending mode applied during sprite accumulation.
- **`bloom`**: Whether to apply the multi-pass optical Gaussian glow filter.
- **`bloom_threshold`**: Luminance cutoff for bright pixels feeding into the bloom pyramid.
- **`bloom_intensity`**: Multiplier for the composited glow aura.
- **`bloom_radius`**: Kernel radius in pixels for the separable Gaussian blur.
- **Returns**: `np.ndarray` of shape `(H, W, 4)` and type `uint8`.
#### `render_hdr`
Renders to an **(H, W, 4) float32 HDR RGBA** NumPy array without 8-bit clamping.
---
# 3. Enums
### `ParticleShape`
Procedural mathematical light sprites:
- **`ParticleShape.Bokeh`** (0): Soft circular out-of-focus optical disc with smooth edge falloff and subtle rim brightening.
- **`ParticleShape.Star4`** (1): 4-point diamond cross flare with razor-sharp horizontal/vertical diffraction spikes and glowing core.
- **`ParticleShape.Star8`** (2): 8-point cinematic Hollywood starburst with major cross rays and diagonal accent spikes.
- **`ParticleShape.Halo`** (3): Concentric ethereal shockwave ring.
- **`ParticleShape.Streak`** (4): Directional motion-blur spark automatically oriented and stretched along the particle's velocity vector.
- **`ParticleShape.Glitter`** (5): Microscopic faceted crystal facet with high-contrast pinpoint specular sparkle.
- **`ParticleShape.Custom`** (6): Custom RGBA user-provided sprite texture.
### `BlendMode`
- **`BlendMode.Additive`** (0): Adds color values ($C_{dst} += C_{src} \cdot \alpha$). Essential for stars, fire, and glowing light.
- **`BlendMode.Screen`** (1): Soft brightening formula without blowing out into pure white ($1 - (1 - dst)(1 - src)$).
- **`BlendMode.Alpha`** (2): Standard Porter-Duff alpha over blending ($src \cdot \alpha + dst \cdot (1 - \alpha)$). Ideal for smoke, dust, and dark particles.
- **`BlendMode.ColorDodge`** (3): Hyper-luminous magical color dodge ($dst / (1 - src)$).
### `EmitterShape`
- **`EmitterShape.Point`** (0): Emits from a single coordinate.
- **`EmitterShape.Circle`** (1): Emits inside a circular disc.
- **`EmitterShape.Ring`** (2): Emits in a concentric ring between inner and outer radii.
- **`EmitterShape.Box`** (3): Emits uniformly within a rectangular boundary.
- **`EmitterShape.Line`** (4): Emits along a line segment.
---
# 4. Math Primitives
### `Vec2`
2D vector class supporting full vector arithmetic:
```python
from particri import Vec2
v = Vec2(10.0, 20.0)
v.x += 5.0
```
### `Color4`
HDR RGBA color structure:
```python
from particri import Color4
c = Color4(1.0, 0.85, 0.35, 1.0)
c_hex = Color4.from_hex(0xFFD700, alpha=1.0) # Gold
```
---
# 5. Class: Presets
Curated VFX presets that faithfully reproduce every style from luxury stock photography:
```python
import particri
```
### 1. `Presets.golden_sparkles`
Replicates Reference Panel 2: Golden diamond stars, soft glowing bokeh dust, and fine glitter.
```python
engine = particri.Presets.golden_sparkles(width=1920, height=1080, density=1.0, seed=42)
```
### 2. `Presets.starburst_cluster`
Replicates Reference Panel 3: Dense central explosive golden star cluster radiating sparkling dust.
```python
engine = particri.Presets.starburst_cluster(width=1920, height=1080, density=1.0, seed=101)
```
### 3. `Presets.cosmic_nebula`
Replicates Reference Panel 4: Swirling purple/indigo stardust cloud driven by Curl Noise fluid turbulence.
```python
engine = particri.Presets.cosmic_nebula(width=1920, height=1080, density=1.0, seed=202)
```
### 4. `Presets.light_streaks`
Replicates Reference Panel 1: High-velocity directional cyan/emerald light streaks and anamorphic rays.
```python
engine = particri.Presets.light_streaks(width=1920, height=1080, density=1.0, seed=303)
```
### 5. `Presets.glitter_field`
Replicates Reference Bottom Panel: Dense luxury gold glitter texture with high-frequency specular twinkle.
```python
engine = particri.Presets.glitter_field(width=1920, height=1080, density=1.0, seed=404)
```
### 6. `Presets.circle_wreath`
Sparkling circular ring / wreath frame for luxury logos, monograms, and invitation headers.
```python
engine = particri.Presets.circle_wreath(width=1920, height=1080, radius=340.0, density=1.0, seed=505)
```
### 7. `Presets.heart_burst`
Romantic heart-shaped particle constellation for Valentine's Day, weddings, and greeting cards.
```python
engine = particri.Presets.heart_burst(width=1920, height=1080, scale=18.0, density=1.0, seed=606)
```
### 8. `Presets.golden_rain`
Vertical cascading waterfall / rain curtain of twinkling gold dust and soft bokeh drops.
```python
engine = particri.Presets.golden_rain(width=1920, height=1080, density=1.0, seed=707)
```
---
# 6. Class: StyleGenerator (The Infinite Styles Engine)
Procedural synthesis engine capable of producing thousands of unique, non-repeating particle styles.
```python
engine = particri.StyleGenerator.create(
seed=1234,
width=1920,
height=1080,
palette_name="gold", # 'gold', 'cosmic', 'solar', 'emerald', 'rose', 'cyberpunk', 'diamond', or None (procedural)
motion_type="swirl" # 'swirl', 'burst', 'drift', 'rain', 'vortex', 'cosmic'
)
```
- **`palette_name=None`**: Automatically derives harmonious complementary or split-complementary color palettes using golden ratio hue shifts.
- **`motion_type=None`**: Automatically curates physics parameters, drag coefficients, turbulence frequencies, and Brownian factors.
---
# 7. Class: StockFactory (Shutterstock Mass-Production)
Specialized bulk generator engineered to produce thousands of commercial stock assets for **Shutterstock**, **Adobe Stock**, **Freepik**, and **Envato**.
```python
from particri import StockFactory
```
### `StockFactory.create_asset`
Creates a single commercial asset archetype and its associated SEO metadata.
```python
engine, metadata = StockFactory.create_asset(
category="frame", # 'overlay', 'frame', 'burst', 'wave', 'corner', 'glitter'
theme="gold", # 'gold', 'silver', 'rose_gold', 'cosmic', 'emerald', 'solar'
resolution="4K", # '4K' (3840x2160), '1080p', 'Square' (3000x3000), 'Vertical' (2160x3840)
seed=100
)
```
### `StockFactory.generate_batch`
Mass-produces an entire collection of assets and writes a ready-to-upload `shutterstock_bulk_upload_manifest.csv` with optimized titles, descriptions, and 35+ SEO keywords per item!
```python
records = StockFactory.generate_batch(
output_dir="shutterstock_gold_pack",
count=100,
resolution="4K",
export_black_preview=True # Saves transparent PNG + pure black composite for video editors
)
```
---
# 8. Class: Exporter
High-fidelity export pipeline:
```python
from particri import Exporter
```
- **`Exporter.save_image(image_array, filepath, quality=95)`**: Saves to 32-bit RGBA PNG, WebP (lossless), or JPG.
- **`Exporter.save_sequence(engine, output_dir, frames=120, fps=60, warmup=1.5)`**: Exports a numbered sequence of transparent PNG frames.
- **`Exporter.save_video(engine, filepath, duration=4.0, fps=60, warmup=1.5)`**: Exports smooth 60 FPS MP4 video.
- **`Exporter.save_gif(engine, filepath, duration=2.5, fps=30, warmup=1.5)`**: Exports an animated GIF.
---
# 9. Class: Studio
Real-time interactive GUI viewport running at 60 FPS via Pygame:
```python
from particri import Studio
Studio.launch()
```
### Keyboard & Mouse Controls:
- **`[1 - 5]`**: Switch between reference presets (Sparkles, Burst, Nebula, Streaks, Glitter).
- **`[6]`**: Generate a completely new infinite procedural style on-the-fly!
- **`[SPACE]`**: Trigger particle explosion / burst.
- **`[B]`**: Toggle Optical Bloom on / off.
- **`[S]`**: Save high-resolution PNG screenshot to disk.
- **`Mouse Click & Drag`**: Emit particles interactively at cursor location.
---
# 10. End-to-End Tutorials
### Tutorial 1: Generate 1,000 Shutterstock 4K Assets with Metadata
```python
import particri
# Produce 1,000 unique 4K stock assets
particri.StockFactory.generate_batch(
output_dir="my_shutterstock_collection_4k",
count=1000,
resolution="4K",
export_black_preview=True
)
print("Complete! Upload the generated PNGs and the manifest CSV directly to Shutterstock.")
```
### Tutorial 2: Creating a Custom Swirling Golden Spell Circle
```python
import particri
engine = particri.ParticleEngine(max_particles=35000, width=1920, height=1080)
cx, cy = 960.0, 540.0
# 1. Add physics forces
engine.add_vortex(center=(cx, cy), strength=160.0, radial_pull=15.0, radius=600.0)
engine.add_curl_noise(seed=42, strength=80.0, frequency=0.003, speed=0.25)
engine.add_drag(0.15)
# 2. Add sparkling ring emitter
engine.add_emitter(
shape=particri.EmitterShape.Ring,
position=(cx, cy),
size=(250.0, 320.0),
rate=450.0,
speed_range=(10.0, 40.0),
lifetime_range=(2.0, 4.5),
size_start_range=(16.0, 48.0),
color_start=(1.0, 0.9, 0.45, 1.0),
color_end=(1.0, 0.5, 0.1, 0.0),
particle_shape=particri.ParticleShape.Star4,
twinkle_speed_range=(6.0, 18.0)
)
# 3. Simulate and save
engine.warmup(2.5)
frame = engine.render(bloom=True, bloom_intensity=0.9)
particri.Exporter.save_image(frame, "golden_spell_vortex.png")
```
|