Incorporating flask element.
This commit is contained in:
157
elements/flaskRoundedBottom.go
Normal file
157
elements/flaskRoundedBottom.go
Normal file
@@ -0,0 +1,157 @@
|
||||
package elements
|
||||
|
||||
import (
|
||||
"fluids/fluid"
|
||||
"fluids/gamedata"
|
||||
"fluids/resources"
|
||||
"image/color"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
const (
|
||||
RoundedBottomFlaskWidth = 32 //pixels
|
||||
RoundedBottomFlaskHeight = 32 //pixels
|
||||
RoundedBottomFlaskFluidRadius = 9 //pixels: represents spherical portion of the flask where fluid will be contained
|
||||
RoundedBottomFlaskFluidOriginX = 16 //pixels: x origin of fluid area
|
||||
RoundedBottomFlaskFluidOriginY = 20 //pixels: y origin of fluid area
|
||||
RoundedBottomFlaskFluidWidth = 0.5 //meters
|
||||
RoundedBottomFlaskFluidHeight = 0.5 //meters
|
||||
RoundedBottomFlaskFluidResolution = 20
|
||||
)
|
||||
|
||||
type RoundedBottomFlask struct {
|
||||
MappedEntityBase
|
||||
fluid *fluid.Fluid //our physical representation of the fluid
|
||||
fluidbuff *ebiten.Image //predraw for the fluid
|
||||
fluidcellbuff *ebiten.Image //persistent fluid sprite, we redraw this everywhere we want to represent fluid
|
||||
flaskbase *ebiten.Image //flask background (container)
|
||||
flaskhighlight *ebiten.Image //flask foreground (glassware highlights)
|
||||
fieldscale gamedata.Vector //used for transforming from fluid-space to sprite-space
|
||||
angle float64
|
||||
|
||||
//fluid color business
|
||||
fluidcolor color.RGBA //premultiplied fluid color, as set by external sources
|
||||
fluidcolorF []float32 //for caching of individual color values, we compute rarely
|
||||
}
|
||||
|
||||
func NewRoundedBottomFlask() *RoundedBottomFlask {
|
||||
flask := &RoundedBottomFlask{
|
||||
fluidbuff: ebiten.NewImage(RoundedBottomFlaskFluidRadius*2, RoundedBottomFlaskFluidRadius*2),
|
||||
fluidcellbuff: ebiten.NewImage(1, 1),
|
||||
flaskbase: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskBase]),
|
||||
flaskhighlight: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskHighlights]),
|
||||
angle: 0,
|
||||
fluidcolorF: make([]float32, 4), //one field each for R,G,B,A
|
||||
}
|
||||
flask.Initialize()
|
||||
return flask
|
||||
}
|
||||
|
||||
func (flask *RoundedBottomFlask) Initialize() {
|
||||
//prepare our internal data
|
||||
flask.dimensions = gamedata.Vector{
|
||||
X: RoundedBottomFlaskWidth,
|
||||
Y: RoundedBottomFlaskHeight,
|
||||
}
|
||||
flask.Sprite = ebiten.NewImage(RoundedBottomFlaskWidth, RoundedBottomFlaskHeight)
|
||||
flask.fluidcellbuff.Fill(color.White)
|
||||
|
||||
//prepare and initialize the fluid
|
||||
fluiddimensions := fluid.FieldVector{
|
||||
X: RoundedBottomFlaskFluidWidth,
|
||||
Y: RoundedBottomFlaskFluidHeight,
|
||||
}
|
||||
flask.fluid = fluid.NewFluid(fluiddimensions, RoundedBottomFlaskFluidHeight/RoundedBottomFlaskFluidResolution)
|
||||
flask.fluid.Initialize()
|
||||
flask.fluid.Block = false //rounded flask, not a rect volume
|
||||
|
||||
//compute fieldscale using newly created fluid
|
||||
flask.fieldscale = gamedata.Vector{
|
||||
X: RoundedBottomFlaskFluidRadius * 2 / float64(flask.fluid.Field.Nx-1),
|
||||
Y: RoundedBottomFlaskFluidRadius * 2 / float64(flask.fluid.Field.Ny-1),
|
||||
}
|
||||
|
||||
//setup default fluid color
|
||||
flask.SetFluidColor(color.RGBA{R: 0x0, G: 0x0, B: 0xff, A: 0xff})
|
||||
}
|
||||
|
||||
func (flask *RoundedBottomFlask) Update() {
|
||||
if flask.paused {
|
||||
return
|
||||
}
|
||||
|
||||
flask.fluid.Step()
|
||||
}
|
||||
|
||||
func (flask *RoundedBottomFlask) Draw() {
|
||||
flask.Sprite.Clear()
|
||||
|
||||
//render flask background
|
||||
flask.Sprite.DrawImage(flask.flaskbase, nil)
|
||||
|
||||
//render fluid
|
||||
flask.RenderFluid()
|
||||
|
||||
//render flask foreground
|
||||
flask.Sprite.DrawImage(flask.flaskhighlight, nil)
|
||||
|
||||
}
|
||||
|
||||
func (flask *RoundedBottomFlask) SetAngle(angle float64) {
|
||||
flask.angle = angle
|
||||
flask.fluid.SetAngle(float32(flask.angle))
|
||||
}
|
||||
|
||||
func (flask *RoundedBottomFlask) GetAngle() float64 {
|
||||
return flask.angle
|
||||
}
|
||||
|
||||
func (flask *RoundedBottomFlask) RenderFluid() {
|
||||
flask.fluidbuff.Clear()
|
||||
|
||||
//construct fluid buffer from fluid simulation
|
||||
for i := range flask.fluid.Field.Nx {
|
||||
for j := range flask.fluid.Field.Ny {
|
||||
|
||||
idx := i*flask.fluid.Field.Ny + j
|
||||
|
||||
if flask.fluid.Field.CellType[idx] != fluid.CellTypeFluid {
|
||||
continue
|
||||
}
|
||||
|
||||
celldensity := flask.fluid.ParticleDensity[idx] / flask.fluid.ParticleRestDensity
|
||||
/*if celldensity > 0.8 {
|
||||
celldensity = 1
|
||||
}*/
|
||||
|
||||
ox := float64(i) * flask.fieldscale.X
|
||||
oy := float64(j) * flask.fieldscale.Y
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(-.5, -.5)
|
||||
op.GeoM.Scale(flask.fieldscale.X, flask.fieldscale.Y)
|
||||
op.GeoM.Translate(ox, oy)
|
||||
op.ColorScale.ScaleAlpha(celldensity)
|
||||
op.ColorScale.Scale(flask.fluidcolorF[0], flask.fluidcolorF[1], flask.fluidcolorF[2], flask.fluidcolorF[3])
|
||||
// op.ColorM.Scale(0, 0, 1, 1)
|
||||
//flask.Sprite.DrawImage(flask.fluidcellbuff, op)
|
||||
flask.fluidbuff.DrawImage(flask.fluidcellbuff, op)
|
||||
}
|
||||
}
|
||||
|
||||
//transform buffer for our flask space
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
|
||||
op.GeoM.Translate(-RoundedBottomFlaskFluidRadius, -RoundedBottomFlaskFluidRadius)
|
||||
op.GeoM.Scale(1, -1)
|
||||
op.GeoM.Translate(RoundedBottomFlaskFluidOriginX, RoundedBottomFlaskFluidOriginY)
|
||||
flask.Sprite.DrawImage(flask.fluidbuff, op)
|
||||
}
|
||||
|
||||
func (flask *RoundedBottomFlask) SetFluidColor(c color.RGBA) {
|
||||
flask.fluidcolor = c
|
||||
flask.fluidcolorF[0] = float32(flask.fluidcolor.R) / float32(flask.fluidcolor.A)
|
||||
flask.fluidcolorF[1] = float32(flask.fluidcolor.G) / float32(flask.fluidcolor.A)
|
||||
flask.fluidcolorF[2] = float32(flask.fluidcolor.B) / float32(flask.fluidcolor.A)
|
||||
flask.fluidcolorF[3] = float32(flask.fluidcolor.A) / 0xff
|
||||
}
|
||||
Reference in New Issue
Block a user