Major progress in introducing arbitrary boundaries! EDT in the house.
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@@ -12,6 +12,8 @@ import (
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const (
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RoundedBottomFlaskWidth = 32 //pixels
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RoundedBottomFlaskHeight = 32 //pixels
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RBFlaskMaskWidth = 46 //pixels
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RBFlaskMaskHeight = 46 //pixels
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RoundedBottomFlaskFluidRadius = 9 //pixels: represents spherical portion of the flask where fluid will be contained
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RoundedBottomFlaskFluidOriginX = 16 //pixels: x origin of fluid area
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RoundedBottomFlaskFluidOriginY = 20 //pixels: y origin of fluid area
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@@ -22,27 +24,38 @@ const (
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type RoundedBottomFlask struct {
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MappedEntityBase
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fluid *fluid.Fluid //our physical representation of the fluid
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fluidbuff *ebiten.Image //predraw for the fluid
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fluidcellbuff *ebiten.Image //persistent fluid sprite, we redraw this everywhere we want to represent fluid
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flaskbase *ebiten.Image //flask background (container)
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flaskhighlight *ebiten.Image //flask foreground (glassware highlights)
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fieldscale gamedata.Vector //used for transforming from fluid-space to sprite-space
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angle float64
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fluid *fluid.Fluid //our physical representation of the fluid
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fluidbuffS *ebiten.Image //predraw for the fluid, static
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fluidbuffD *ebiten.Image //predraw for the fluid, dynamic
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fluidcellbuff *ebiten.Image //persistent fluid sprite, we redraw this everywhere we want to represent fluid
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flaskbase *ebiten.Image //flask background (container)
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flaskhighlight *ebiten.Image //flask foreground (glassware highlights)
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flaskboundarymask *ebiten.Image //flask boundary mask
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fieldscaleStatic gamedata.Vector //used for transforming from fluid-space to sprite-space: static
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fieldscaleDyanmic gamedata.Vector //used for transforming from fluid-space to sprite-space: dynamic
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angle float64
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//fluid color business
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fluidcolor color.RGBA //premultiplied fluid color, as set by external sources
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fluidcolorF []float32 //for caching of individual color values, we compute rarely
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//boundary
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boundaryinitialized bool
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container *fluid.Boundary
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}
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func NewRoundedBottomFlask() *RoundedBottomFlask {
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flask := &RoundedBottomFlask{
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fluidbuff: ebiten.NewImage(RoundedBottomFlaskFluidRadius*2, RoundedBottomFlaskFluidRadius*2),
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fluidcellbuff: ebiten.NewImage(1, 1),
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flaskbase: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskBase]),
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flaskhighlight: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskHighlights]),
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angle: 0,
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fluidcolorF: make([]float32, 4), //one field each for R,G,B,A
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fluidbuffS: ebiten.NewImage(RoundedBottomFlaskFluidRadius*2, RoundedBottomFlaskFluidRadius*2),
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fluidbuffD: ebiten.NewImage(RBFlaskMaskWidth, RBFlaskMaskHeight),
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fluidcellbuff: ebiten.NewImage(1, 1),
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flaskbase: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskBase]),
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flaskhighlight: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskHighlights]),
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flaskboundarymask: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskBoundaryMap46]),
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//flaskboundarymask: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskBoundaryMap]),
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angle: 0,
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fluidcolorF: make([]float32, 4), //one field each for R,G,B,A
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boundaryinitialized: false,
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}
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flask.Initialize()
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return flask
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@@ -66,17 +79,23 @@ func (flask *RoundedBottomFlask) Initialize() {
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flask.fluid.Initialize()
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flask.fluid.Block = false //rounded flask, not a rect volume
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//compute fieldscale using newly created fluid
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flask.fieldscale = gamedata.Vector{
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//compute fieldscales using newly created fluid
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flask.fieldscaleStatic = gamedata.Vector{
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X: RoundedBottomFlaskFluidRadius * 2 / float64(flask.fluid.Field.Nx-1),
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Y: RoundedBottomFlaskFluidRadius * 2 / float64(flask.fluid.Field.Ny-1),
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}
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flask.fieldscaleDyanmic = gamedata.Vector{
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X: RBFlaskMaskWidth / float64(flask.fluid.Field.Nx-2),
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Y: RBFlaskMaskHeight / float64(flask.fluid.Field.Ny-2),
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}
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//setup default fluid color
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flask.SetFluidColor(color.RGBA{R: 0x0, G: 0x0, B: 0xff, A: 0xff})
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}
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func (flask *RoundedBottomFlask) Update() {
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if flask.paused {
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return
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}
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@@ -91,7 +110,11 @@ func (flask *RoundedBottomFlask) Draw() {
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flask.Sprite.DrawImage(flask.flaskbase, nil)
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//render fluid
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flask.RenderFluid()
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if flask.boundaryinitialized {
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flask.RenderFluidDynamic()
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} else {
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flask.RenderFluidStatic()
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}
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//render flask foreground
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flask.Sprite.DrawImage(flask.flaskhighlight, nil)
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@@ -107,8 +130,10 @@ func (flask *RoundedBottomFlask) GetAngle() float64 {
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return flask.angle
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}
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func (flask *RoundedBottomFlask) RenderFluid() {
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flask.fluidbuff.Clear()
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func (flask *RoundedBottomFlask) RenderFluidDynamic() {
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flask.fluidbuffD.Clear()
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//flask.fluidbuffD.Fill(color.White)
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//vector.StrokeRect(flask.fluidbuffD, 0, 0, 46, 46, 1, color.White, true)
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//construct fluid buffer from fluid simulation
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for i := range flask.fluid.Field.Nx {
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@@ -125,17 +150,56 @@ func (flask *RoundedBottomFlask) RenderFluid() {
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celldensity = 1
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}*/
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ox := float64(i) * flask.fieldscale.X
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oy := float64(j) * flask.fieldscale.Y
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ox := float64(i) * flask.fieldscaleDyanmic.X
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oy := float64(j) * flask.fieldscaleDyanmic.Y
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-.5, -.5)
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op.GeoM.Scale(flask.fieldscale.X, flask.fieldscale.Y)
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op.GeoM.Scale(flask.fieldscaleDyanmic.X, flask.fieldscaleDyanmic.Y)
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op.GeoM.Translate(ox, oy)
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op.ColorScale.ScaleAlpha(celldensity)
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op.ColorScale.Scale(flask.fluidcolorF[0], flask.fluidcolorF[1], flask.fluidcolorF[2], flask.fluidcolorF[3])
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// op.ColorM.Scale(0, 0, 1, 1)
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//flask.Sprite.DrawImage(flask.fluidcellbuff, op)
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flask.fluidbuff.DrawImage(flask.fluidcellbuff, op)
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flask.fluidbuffD.DrawImage(flask.fluidcellbuff, op)
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}
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}
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//transform buffer for our flask space
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s := float64(RoundedBottomFlaskWidth) / RBFlaskMaskWidth * 67. / 104
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-RBFlaskMaskWidth/2, -RBFlaskMaskHeight/2)
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op.GeoM.Scale(s, -s*1.15)
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op.GeoM.Translate(RoundedBottomFlaskWidth/2, RoundedBottomFlaskHeight/2+2)
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//op.GeoM.Translate(RoundedBottomFlaskFluidOriginX, RoundedBottomFlaskFluidOriginY)
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flask.Sprite.DrawImage(flask.fluidbuffD, op)
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}
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func (flask *RoundedBottomFlask) RenderFluidStatic() {
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flask.fluidbuffS.Clear()
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//construct fluid buffer from fluid simulation
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for i := range flask.fluid.Field.Nx {
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for j := range flask.fluid.Field.Ny {
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idx := i*flask.fluid.Field.Ny + j
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if flask.fluid.Field.CellType[idx] != fluid.CellTypeFluid {
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continue
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}
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celldensity := flask.fluid.ParticleDensity[idx] / flask.fluid.ParticleRestDensity
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/*if celldensity > 0.8 {
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celldensity = 1
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}*/
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ox := float64(i) * flask.fieldscaleStatic.X
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oy := float64(j) * flask.fieldscaleStatic.Y
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-.5, -.5)
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op.GeoM.Scale(flask.fieldscaleStatic.X, flask.fieldscaleStatic.Y)
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op.GeoM.Translate(ox, oy)
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op.ColorScale.ScaleAlpha(celldensity)
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op.ColorScale.Scale(flask.fluidcolorF[0], flask.fluidcolorF[1], flask.fluidcolorF[2], flask.fluidcolorF[3])
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flask.fluidbuffS.DrawImage(flask.fluidcellbuff, op)
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}
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}
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@@ -145,7 +209,7 @@ func (flask *RoundedBottomFlask) RenderFluid() {
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op.GeoM.Translate(-RoundedBottomFlaskFluidRadius, -RoundedBottomFlaskFluidRadius)
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op.GeoM.Scale(1, -1)
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op.GeoM.Translate(RoundedBottomFlaskFluidOriginX, RoundedBottomFlaskFluidOriginY)
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flask.Sprite.DrawImage(flask.fluidbuff, op)
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flask.Sprite.DrawImage(flask.fluidbuffS, op)
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}
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func (flask *RoundedBottomFlask) SetFluidColor(c color.RGBA) {
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@@ -155,3 +219,47 @@ func (flask *RoundedBottomFlask) SetFluidColor(c color.RGBA) {
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flask.fluidcolorF[2] = float32(flask.fluidcolor.B) / float32(flask.fluidcolor.A)
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flask.fluidcolorF[3] = float32(flask.fluidcolor.A) / 0xff
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}
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func (flask *RoundedBottomFlask) InitializeBoundary() {
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//prepare the dimensions of our boundary map
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dimensions := fluid.BoundaryDimensions{
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X: RBFlaskMaskWidth,
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Y: RBFlaskMaskHeight,
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}
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//instantiate the boundary structure
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flask.container = fluid.NewBoundary(dimensions)
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//load pixel data from boundary
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var pixels []byte = make([]byte, dimensions.X*dimensions.Y*4)
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flask.flaskboundarymask.ReadPixels(pixels)
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//populate our boundary map based on the pixel data
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for i := 0; i < len(pixels); i += 4 {
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cellidx := i / 4
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boundary := pixels[i] == 0
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flask.container.Cells[cellidx] = !boundary
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}
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//apply to fluid simulation
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flask.fluid.SetBoundary(flask.container)
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flask.boundaryinitialized = true
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}
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// set new boundary mask and reinitialize associated data, including computing and
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// passing that into the associated fluid simulation
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func (flask *RoundedBottomFlask) SetBoundaryMap(img *ebiten.Image) {
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flask.flaskboundarymask = img
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flask.InitializeBoundary()
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}
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func (flask *RoundedBottomFlask) ToggleBoundaryMask() {
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if flask.boundaryinitialized {
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flask.fluid.SetBoundary(nil)
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flask.boundaryinitialized = false
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} else {
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flask.InitializeBoundary()
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flask.boundaryinitialized = true
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}
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}
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