Major progress in introducing arbitrary boundaries! EDT in the house.
This commit is contained in:
293
edt/edt.go
Normal file
293
edt/edt.go
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@@ -0,0 +1,293 @@
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package edt
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import "math"
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type Bounds struct {
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X int
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Y int
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}
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type Coordinate struct {
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X int
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Y int
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}
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/*
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Represents a Euclidean Distance Transform of dimensions Dimensions with the transform
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stored in D and a lookup in L. The lookup represents the nearest occupied coordinate (x, y)
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relative to the current coordinate.
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*/
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type EDT struct {
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Dimensions Bounds //spatial dimensions
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D []float64 //distance transform
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L []Coordinate //transform lookup
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gx []float64 //buffer for our vector function, per row
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gy []float64 //buffer for our vector function, per column
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}
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func NewEDT(dimensions Bounds) *EDT {
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edt := &EDT{
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Dimensions: dimensions,
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}
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edt.InitializeD()
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return edt
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}
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func (edt *EDT) InitializeD() {
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n := edt.Dimensions.X * edt.Dimensions.Y
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if n <= 0 {
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return
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}
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edt.D = make([]float64, n)
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edt.L = make([]Coordinate, n)
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edt.gx = make([]float64, edt.Dimensions.X)
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edt.gy = make([]float64, edt.Dimensions.Y)
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for i := range n {
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edt.D[i] = math.Inf(+1)
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}
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}
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/*
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Reinitializes EDT using occupancy values. Occupancy dimensions must match EDT.
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*/
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func (edt *EDT) AssignOccupancy(occupancy []bool) {
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n := edt.Dimensions.X * edt.Dimensions.Y
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if len(occupancy) != n {
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return
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}
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//assign occupancy values
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for i := range n {
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if occupancy[i] {
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edt.D[i] = 0
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} else {
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edt.D[i] = math.Inf(+1)
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}
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}
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}
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/*
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EDT must already have been initialized with occupancy assigned
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*/
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func (edt *EDT) ComputeDistanceTransform() {
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if len(edt.D) == 0 {
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return
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}
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//compute edt for each row
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for j := range edt.Dimensions.Y {
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//prepare our row vector
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edt.ConstructGx(j)
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//compute distance transform for this row
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//rowD, rowL := edt.DistanceTransform1D(edt.gx)
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rowD, rowL := edt1D_with_labels(edt.gx)
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//update corresponding row
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edt.UpdateRow(j, rowD, rowL)
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}
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//compute edt for each column
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for i := range edt.Dimensions.X {
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//prepare our column vector
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edt.ConstructGy(i)
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//compute distance transform for this column
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//colD, colL := edt.DistanceTransform1D(edt.gy)
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colD, colL := edt1D_with_labels(edt.gy)
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//update corresponding column
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edt.UpdateCol(i, colD, colL)
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}
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}
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/*Computes EDT and assigns lookup coordinates for given vector g*/
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func (edt *EDT) DistanceTransform1D(g []float64) (d []float64, l []int) {
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//perform 1d distance transform
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n := len(g)
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d = make([]float64, n)
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l = make([]int, n)
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v := make([]int, n)
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// envelope sites (seed indices)
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z := make([]float64, n+1) // changeover abscissae
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k := 0
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// top
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v[0] = 0
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z[0] = math.Inf(-1)
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z[1] = math.Inf(+1)
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// initialize first valid seed
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k = -1
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for q := 0; q < n; q++ {
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if g[q] == math.Inf(+1) {
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continue
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}
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// push q: pop while it starts before current segment
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var s float64
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for {
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if k < 0 {
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k = 0
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v[0] = q
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z[0] = math.Inf(-1)
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z[1] = math.Inf(+1)
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break
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}
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i := v[k]
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// intersection s(i,q)
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s = ((float64(q*q) + g[q]) - (float64(i*i) + g[i])) / float64(2*(q-i))
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if s <= z[k] {
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k--
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if k < 0 {
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continue
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} // force a push with -inf
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} else {
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k++
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v[k] = q
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z[k] = s
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z[k+1] = math.Inf(+1)
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break
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}
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}
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}
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// evaluate
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k = 0
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for x := 0; x < n; x++ {
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for z[k+1] <= float64(x) {
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k++
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}
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i := v[k]
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l[x] = i
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dx := float64(x - i)
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d[x] = dx*dx + g[i]
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}
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return d, l
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}
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func edt1D_with_labels(g []float64) ([]float64, []int) {
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n := len(g)
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d := make([]float64, n)
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l := make([]int, n)
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// --- 1. Gather valid seeds ---
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type site struct {
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i int
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gi float64
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}
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seeds := make([]site, 0, n)
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for i := 0; i < n; i++ {
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if !math.IsInf(g[i], +1) { // it's a seed
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seeds = append(seeds, site{i, g[i]})
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}
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}
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// --- 2. Handle empty case directly ---
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if len(seeds) == 0 {
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for i := 0; i < n; i++ {
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d[i] = math.Inf(+1)
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l[i] = -1
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}
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return d, l
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}
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// --- 3. Lower-envelope construction (Felzenszwalb–Huttenlocher) ---
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v := make([]int, len(seeds))
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z := make([]float64, len(seeds)+1)
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k := 0
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v[0] = seeds[0].i
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z[0] = math.Inf(-1)
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z[1] = math.Inf(+1)
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for q := 1; q < len(seeds); q++ {
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i := seeds[q].i
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gi := seeds[q].gi
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for {
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j := v[k]
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gj := g[j]
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s := ((float64(i*i) + gi) - (float64(j*j) + gj)) / float64(2*(i-j))
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if s <= z[k] {
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k--
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if k < 0 {
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k = 0
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break
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}
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continue
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}
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k++
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v[k] = i
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z[k] = s
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z[k+1] = math.Inf(+1)
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break
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}
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}
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// --- 4. Evaluate ---
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k = 0
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for x := 0; x < n; x++ {
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for z[k+1] <= float64(x) {
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k++
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}
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i := v[k]
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l[x] = i
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dx := float64(x - i)
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d[x] = dx*dx + g[i]
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}
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return d, l
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}
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/*
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Prepares row vector (gx) from specified column in D
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*/
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func (edt *EDT) ConstructGx(col int) {
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if col < edt.Dimensions.Y {
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//we can be very efficient due to slice referencing
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startIdx := col * edt.Dimensions.Y
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edt.gx = edt.D[startIdx : startIdx+edt.Dimensions.X]
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}
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}
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/*
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Prepares column vector (gy) from specified row in D
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*/
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func (edt *EDT) ConstructGy(row int) {
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if row < edt.Dimensions.X {
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for j := range edt.Dimensions.Y {
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edt.gy[j] = edt.D[j*edt.Dimensions.X+row]
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}
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}
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}
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/*
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Writes data and lookup values into EDT row specified by rowidx
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*/
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func (edt *EDT) UpdateRow(rowidx int, data []float64, lookup []int) {
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if rowidx < edt.Dimensions.Y {
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startidx := rowidx * edt.Dimensions.X
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for i := range edt.Dimensions.X {
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edt.D[startidx+i] = data[i]
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edt.L[startidx+i].X = lookup[i]
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}
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}
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}
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/*
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Writes data and lookup values into EDT column specified by colidx
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*/
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func (edt *EDT) UpdateCol(colidx int, data []float64, lookup []int) {
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if colidx < edt.Dimensions.X {
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for j := range edt.Dimensions.Y {
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edt.D[j*edt.Dimensions.X+colidx] = data[j]
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edt.L[j*edt.Dimensions.X+colidx].X = edt.L[lookup[j]*edt.Dimensions.X+colidx].X
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edt.L[j*edt.Dimensions.X+colidx].Y = lookup[j]
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}
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}
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}
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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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@@ -23,26 +25,37 @@ 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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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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fieldscale gamedata.Vector //used for transforming from fluid-space to sprite-space
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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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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)
|
||||
flask.Sprite.DrawImage(flask.fluidbuffS, op)
|
||||
}
|
||||
|
||||
func (flask *RoundedBottomFlask) SetFluidColor(c color.RGBA) {
|
||||
@@ -155,3 +219,47 @@ func (flask *RoundedBottomFlask) SetFluidColor(c color.RGBA) {
|
||||
flask.fluidcolorF[2] = float32(flask.fluidcolor.B) / float32(flask.fluidcolor.A)
|
||||
flask.fluidcolorF[3] = float32(flask.fluidcolor.A) / 0xff
|
||||
}
|
||||
|
||||
func (flask *RoundedBottomFlask) InitializeBoundary() {
|
||||
|
||||
//prepare the dimensions of our boundary map
|
||||
dimensions := fluid.BoundaryDimensions{
|
||||
X: RBFlaskMaskWidth,
|
||||
Y: RBFlaskMaskHeight,
|
||||
}
|
||||
|
||||
//instantiate the boundary structure
|
||||
flask.container = fluid.NewBoundary(dimensions)
|
||||
|
||||
//load pixel data from boundary
|
||||
var pixels []byte = make([]byte, dimensions.X*dimensions.Y*4)
|
||||
flask.flaskboundarymask.ReadPixels(pixels)
|
||||
|
||||
//populate our boundary map based on the pixel data
|
||||
for i := 0; i < len(pixels); i += 4 {
|
||||
cellidx := i / 4
|
||||
boundary := pixels[i] == 0
|
||||
flask.container.Cells[cellidx] = !boundary
|
||||
}
|
||||
|
||||
//apply to fluid simulation
|
||||
flask.fluid.SetBoundary(flask.container)
|
||||
flask.boundaryinitialized = true
|
||||
}
|
||||
|
||||
// set new boundary mask and reinitialize associated data, including computing and
|
||||
// passing that into the associated fluid simulation
|
||||
func (flask *RoundedBottomFlask) SetBoundaryMap(img *ebiten.Image) {
|
||||
flask.flaskboundarymask = img
|
||||
flask.InitializeBoundary()
|
||||
}
|
||||
|
||||
func (flask *RoundedBottomFlask) ToggleBoundaryMask() {
|
||||
if flask.boundaryinitialized {
|
||||
flask.fluid.SetBoundary(nil)
|
||||
flask.boundaryinitialized = false
|
||||
} else {
|
||||
flask.InitializeBoundary()
|
||||
flask.boundaryinitialized = true
|
||||
}
|
||||
}
|
||||
|
||||
19
fluid/boundary.go
Normal file
19
fluid/boundary.go
Normal file
@@ -0,0 +1,19 @@
|
||||
package fluid
|
||||
|
||||
type BoundaryDimensions struct {
|
||||
X int
|
||||
Y int
|
||||
}
|
||||
|
||||
type Boundary struct {
|
||||
Dimensions BoundaryDimensions
|
||||
Cells []bool
|
||||
}
|
||||
|
||||
func NewBoundary(dimensions BoundaryDimensions) *Boundary {
|
||||
b := &Boundary{
|
||||
Dimensions: dimensions,
|
||||
Cells: make([]bool, dimensions.X*dimensions.Y),
|
||||
}
|
||||
return b
|
||||
}
|
||||
@@ -4,6 +4,7 @@
|
||||
package fluid
|
||||
|
||||
import (
|
||||
"fluids/edt"
|
||||
"fluids/utils"
|
||||
"math"
|
||||
)
|
||||
@@ -41,6 +42,9 @@ type Fluid struct {
|
||||
flipPicRatio float32
|
||||
numSubSteps int //number of simulation substeps
|
||||
Block bool //rectangular or circular field container
|
||||
|
||||
//for arbitrary boundaries
|
||||
edt *edt.EDT
|
||||
}
|
||||
|
||||
func NewFluid(dimensions FieldVector, spacing float32) *Fluid {
|
||||
@@ -52,6 +56,7 @@ func NewFluid(dimensions FieldVector, spacing float32) *Fluid {
|
||||
flipPicRatio: FluidDefaultFlipPicRatio,
|
||||
numSubSteps: FluidDefaultSubSteps,
|
||||
Block: true,
|
||||
edt: nil,
|
||||
}
|
||||
|
||||
f.Initialize()
|
||||
@@ -268,6 +273,11 @@ func (f *Fluid) HandleParticleCollisions() {
|
||||
minDist2 := minDist * minDist
|
||||
*/
|
||||
|
||||
if f.edt != nil {
|
||||
f.HandleBoundaryCollisions()
|
||||
return
|
||||
}
|
||||
|
||||
if f.Block {
|
||||
minX := f.Field.H + f.particleRadius
|
||||
maxX := float32(f.Field.Nx-1)*f.Field.H - f.particleRadius
|
||||
@@ -651,3 +661,53 @@ func (f *Fluid) SolveIncompressibility() {
|
||||
func (f *Fluid) ToggleShape() {
|
||||
f.Block = !f.Block
|
||||
}
|
||||
|
||||
func (f *Fluid) SetBoundary(b *Boundary) {
|
||||
|
||||
if b != nil {
|
||||
dim := edt.Bounds{
|
||||
X: b.Dimensions.X,
|
||||
Y: b.Dimensions.Y,
|
||||
}
|
||||
|
||||
f.edt = edt.NewEDT(dim)
|
||||
f.edt.AssignOccupancy(b.Cells)
|
||||
f.edt.ComputeDistanceTransform()
|
||||
} else {
|
||||
f.edt = nil
|
||||
}
|
||||
}
|
||||
|
||||
// we perform our boundary resolution on particles according to our defined fluid boundary
|
||||
func (f *Fluid) HandleBoundaryCollisions() {
|
||||
|
||||
//grid spacing within our distance field
|
||||
dx := f.Field.Dimensions.X / float32(f.edt.Dimensions.X)
|
||||
dy := f.Field.Dimensions.Y / float32(f.edt.Dimensions.Y)
|
||||
|
||||
//find cell of distance field for which particles belong, check if it's in bounds
|
||||
for i := range f.Particles {
|
||||
p := &f.Particles[i]
|
||||
|
||||
xi := utils.Clamp(int(math.Floor(float64(p.Position.X/dx))), 0, f.edt.Dimensions.X-1)
|
||||
yi := utils.Clamp(int(math.Floor(float64(p.Position.Y/dy))), 0, f.edt.Dimensions.Y-1)
|
||||
|
||||
cellidx := xi + yi*f.edt.Dimensions.X
|
||||
|
||||
//if our current cell isn't a boundary, then we skip
|
||||
if f.edt.D[cellidx] == 0 {
|
||||
continue
|
||||
}
|
||||
|
||||
//find where the particle actually belongs
|
||||
pos := f.edt.L[cellidx]
|
||||
newx := (float32(pos.X-xi) + f.particleRadius) * dx
|
||||
newy := (float32(pos.Y-yi) + f.particleRadius) * dy
|
||||
p.Position.X += newx
|
||||
p.Position.Y += newy
|
||||
p.Velocity.X = 0
|
||||
p.Velocity.Y = 0
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -335,6 +335,10 @@ func (g *Game) ManageFlaskInputs() {
|
||||
|
||||
g.mfangle = g.mfangle + (angle - g.mdangle)
|
||||
}
|
||||
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyM) {
|
||||
g.flask.ToggleBoundaryMask()
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) UpdateFlask() {
|
||||
|
||||
@@ -15,6 +15,8 @@ type ImageName string
|
||||
const (
|
||||
RoundedBottomFlaskBase ImageName = "RoundedBottomFlaskBase"
|
||||
RoundedBottomFlaskHighlights ImageName = "RoundedBottomFlaskHighlights"
|
||||
RoundedBottomFlaskBoundaryMap ImageName = "RoundedBottomFlaskBoundaryMap"
|
||||
RoundedBottomFlaskBoundaryMap46 ImageName = "RoundedBottomFlaskBoundaryMap46"
|
||||
)
|
||||
|
||||
var (
|
||||
@@ -23,13 +25,19 @@ var (
|
||||
//go:embed rounded_bottom_flask_base.png
|
||||
rounded_bottom_flask_base []byte
|
||||
//go:embed rounded_bottom_flask_highlights.png
|
||||
rounded_bottom_flask_highlitsh []byte
|
||||
rounded_bottom_flask_highlight []byte
|
||||
//go:embed rounded_bottom_flask_boundary_map.png
|
||||
rounded_bottom_flask_boundary_map []byte
|
||||
//go:embed rounded_bottom_flask_boundary_map_46.png
|
||||
rounded_bottom_flask_boundary_map_46 []byte
|
||||
)
|
||||
|
||||
func LoadImages() {
|
||||
ImageBank = make(map[ImageName]*ebiten.Image)
|
||||
ImageBank[RoundedBottomFlaskBase] = LoadImagesFatal(rounded_bottom_flask_base)
|
||||
ImageBank[RoundedBottomFlaskHighlights] = LoadImagesFatal(rounded_bottom_flask_highlitsh)
|
||||
ImageBank[RoundedBottomFlaskHighlights] = LoadImagesFatal(rounded_bottom_flask_highlight)
|
||||
ImageBank[RoundedBottomFlaskBoundaryMap] = LoadImagesFatal(rounded_bottom_flask_boundary_map)
|
||||
ImageBank[RoundedBottomFlaskBoundaryMap46] = LoadImagesFatal(rounded_bottom_flask_boundary_map_46)
|
||||
}
|
||||
|
||||
func LoadImagesFatal(b []byte) *ebiten.Image {
|
||||
|
||||
BIN
resources/rounded_bottom_flask_boundary_map.png
Normal file
BIN
resources/rounded_bottom_flask_boundary_map.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.4 KiB |
BIN
resources/rounded_bottom_flask_boundary_map_46.png
Normal file
BIN
resources/rounded_bottom_flask_boundary_map_46.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.9 KiB |
Reference in New Issue
Block a user