bionic (6) attraction.6x.gz

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NAME

       attraction - interactions of opposing forces

SYNOPSIS

       attraction  [-display  host:display.screen]  [-foreground  color]  [-background  color] [-window] [-root]
       [-mono] [-install] [-visual visual] [-points int] [-threshold int] [-mode balls  |  lines  |  polygons  |
       splines | filled-splines | tails ] [-size int] [-segments int] [-delay usecs] [-color-shift int] [-radius
       int] [-vx int] [-vy int] [-glow] [-noglow] [-orbit] [-viscosity float]  [-walls]  [-nowalls]  [-maxspeed]
       [-nomaxspeed] [-correct-bounce] [-fast-bounce] [-fps]

DESCRIPTION

       The  attraction  program has several visually different modes of operation, all of which are based on the
       interactions of a set of control points which attract each other up to a certain distance, and then begin
       to repel each other.  The attraction/repulsion is proportional to the distance between any two particles.

OPTIONS

       attraction accepts the following options:

       -window Draw on a newly-created window.  This is the default.

       -root   Draw on the root window.

       -mono   If on a color display, pretend we're on a monochrome display.

       -install
               Install a private colormap for the window.

       -visual visual
               Specify  which  visual  to  use.   Legal  values are the name of a visual class, or the id number
               (decimal or hex) of a specific visual.

       -points integer
               How many control points should be used, or 0 to select the number randomly.  Default 0.   Between
               3 and 15 works best.

       -threshold integer
               The  distance  (in  pixels)  from  each particle at which the attractive force becomes repulsive.
               Default 100.

       -mode balls | lines | polygons | tails | splines | filled-splines
               In balls mode (the default) the control points are drawn  as  filled  circles.   The  larger  the
               circle, the more massive the particle.

               In  lines  mode, the control points are connected by straight lines; the effect is something like
               qix.

               In polygons mode, the control points are connected by straight lines, and  filled  in.   This  is
               most interesting in color.

               In splines mode, a closed spline is interpolated from the control points.

               In  filled-splines  mode,  the  splines  are  filled  in instead of being outlines.  This is most
               interesting in color.

               In tails mode, the path which each particle follows is indicated  by  a  worm-like  trail,  whose
               length is controlled by the segments parameter.

       -size integer
               The  size  of  the balls in pixels, or 0, meaning to select the sizes randomly (the default.)  If
               this is specified, then all balls will be the same size.  This option has an effect in all modes,
               since the ``size'' of the balls controls their mass.

       -segments integer
               If in lines or polygons mode, how many sets of line segments or polygons should be drawn. Default
               500.  This has no effect in balls mode.  If segments is 0, then no segments will ever  be  erased
               (this is only useful in color.)

       -delay microseconds
               How much of a delay should be introduced between steps of the animation.  Default 10000, or about
               0.01 seconds.

       -color-shift int
               If on a color display, the color of the line segments or polygons will cycle  through  the  color
               map.   This  specifies  how many lines will be drawn before a new color is chosen.  (When a small
               number of colors are available, increasing this value will yield smoother transitions.)   Default
               3.  This has no effect in balls mode.

       -radius The  size  in  pixels of the circle on which the points are initially positioned.  The default is
               slightly smaller than the size of the window.

       -glow   This is consulted only in balls mode.  If this is specified, then the saturation of the colors of
               the points will vary according to their current acceleration.  This has the effect that the balls
               flare brighter when they are reacting to each other most strongly.

               In glow mode, all of the balls will be drawn the  same  (random)  color,  modulo  the  saturation
               shifts.  In non-glow mode, the balls will each be drawn in a random color that doesn't change.

       -noglow Don't do ``glowing.''  This is the default.

       -vx pixels

       -vy pixels
               Initial velocity of the balls.  This has no effect in -orbit mode.

       -orbit  Make  the  initial  force  on  each  ball be tangential to the circle on which they are initially
               placed, with the right velocity to hold them in orbit about each other.  After a while,  roundoff
               errors will cause the orbit to decay.

       -vmult float
               In orbit mode, the initial velocity of the balls is multiplied by this; a number less than 1 will
               make the balls pull closer together, and a larger number will make them move apart.  The  default
               is 0.9, meaning a slight inward pull.

       -viscosity float
               This  sets  the  viscosity  of  the hypothetical fluid through which the control points move; the
               default is 1, meaning no resistance.  Values higher than 1 aren't interesting; lower values cause
               less motion.

               One interesting thing to try is
               attraction -viscosity 0.8 -points 300 -size 10 -geometry =500x500
               Give  it  a  few  seconds  to  settle  down into a stable clump, and then move the drag the mouse
               through it to make "waves".

       -nowalls
               This will cause the balls to continue on past the edge of the screen or window.  They will  still
               be kept track of and can come back.

       -walls  This  will  cause the balls to bounce when they get to the edge of the screen or window.  This is
               the default behavior.

       -maxspeed
               Imposes a maximum speed (default).  If a ball ends up going faster than this, it will be  treated
               as  though  there  were  .9   viscosity  until  it  is under the limit. This stops the balls from
               continually accelerating (which they have a tendency to do), but also causes  balls  moving  very
               fast to tend to clump in the lower right corner.

       -nomaxspeed
               If this is specified, no maximum speed is set for the balls.

       -fast-bounce
               Uses  the  old,  simple  bouncing algorithm (default).  This simply moves any ball that is out of
               bounds back to a wall and reverses its velocity.  This works fine for most cases, but under  some
               circumstances, the simplification can lead to annoying effects.

       -correct-bounce
               Uses  a  more  intelligent  bouncing  algorithm.  This method actually reflects the balls off the
               walls until they are within bounds.  This can be slow if balls are bouncing a whole lot,  perhaps
               because of -nomaxspeed.

       -graphmode none | x | y | both | speed
               For  "x",  "y", and "both", displays the given velocities of each ball as a bar graph in the same
               window as the balls.  For "speed", displays the total speed of each ball.  Default is "none".

       -fps    Display the current frame rate and CPU load.

ENVIRONMENT

       DISPLAY to get the default host and display number.

       XENVIRONMENT
               to get the  name  of  a  resource  file  that  overrides  the  global  resources  stored  in  the
               RESOURCE_MANAGER property.

SEE ALSO

       X(1), xscreensaver(1)

       Copyright  ©  1992,  1993, 1997 by Jamie Zawinski.  Permission to use, copy, modify, distribute, and sell
       this software and its documentation for any purpose is hereby granted  without  fee,  provided  that  the
       above  copyright  notice  appear  in  all  copies and that both that copyright notice and this permission
       notice appear in supporting documentation.  No representations are made about  the  suitability  of  this
       software for any purpose.  It is provided "as is" without express or implied warranty.

AUTHOR

       Jamie Zawinski <jwz@jwz.org>, 13-aug-92.

       Viscosity support by Philip Edward Cutone, III.

       Walls, speed limit options, new bouncing, graphs, and tail mode fix by Matthew Strait. 31 March 2001