Initial commit.

This commit is contained in:
2025-11-27 22:50:36 -05:00
commit 70cee9e3f0
11 changed files with 710 additions and 0 deletions

4
.gitignore vendored Normal file
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*.exe
*.sum
working/
.vscode_build/

16
.vscode/launch.json vendored Normal file
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{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"name": "Launch Package",
"type": "go",
"request": "launch",
"mode": "auto",
"program": "${workspaceFolder}",
"output": "${workspaceFolder}/.vscode_build/debug_bin"
}
]
}

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package colliders
import (
"fluids/gamedata"
"image"
)
type BaseRectCollider struct {
position gamedata.Vector
dimensions gamedata.Vector
iscontainer bool
}
func (b *BaseRectCollider) SetContainer(v bool) {
b.iscontainer = v
}
func (b *BaseRectCollider) SetPosition(p gamedata.Vector) {
b.position = p
}
func (b *BaseRectCollider) GetPosition() gamedata.Vector {
return b.position
}
func (b *BaseRectCollider) SetDimensions(d gamedata.Vector) {
b.dimensions = d
}
func (b *BaseRectCollider) GetDimensions() gamedata.Vector {
return b.dimensions
}
func (b *BaseRectCollider) GetBounds() image.Rectangle {
r := image.Rectangle{
Min: image.Point{
X: int(b.position.X - b.dimensions.X/2),
Y: int(b.position.Y - b.dimensions.Y/2),
},
Max: image.Point{
X: int(b.position.X + b.dimensions.X/2),
Y: int(b.position.Y + b.dimensions.Y/2),
},
}
return r
}
func (b *BaseRectCollider) IsContainer() bool {
return b.iscontainer
}

15
colliders/collider.go Normal file
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package colliders
import (
"fluids/gamedata"
)
type Collider interface {
GetPosition() gamedata.Vector
GetDimensions() gamedata.Vector
SetPosition(gamedata.Vector)
//GetBounds() image.Rectangle
//indicates whether this collider is inverted, i.e. 'contains' elements
//IsContainer() bool
}

8
elements/box.go Normal file
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package elements
import "fluids/gamedata"
type Box struct {
Position gamedata.Vector
Dimensions gamedata.Vector
}

25
elements/particle.go Normal file
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package elements
import "fluids/gamedata"
type Particle struct {
Position gamedata.Vector
Velocity gamedata.Vector
Radius float64
}
func (p Particle) GetDimensions() gamedata.Vector {
dim := gamedata.Vector{
X: p.Radius * 2,
Y: p.Radius * 2,
}
return dim
}
func (p Particle) GetPosition() gamedata.Vector {
return p.Position
}
func (p *Particle) SetPosition(position gamedata.Vector) {
p.Position = position
}

351
game/game.go Normal file
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package game
import (
"fluids/elements"
"fluids/gamedata"
"fluids/quadtree"
"fmt"
"image/color"
"math"
"math/rand"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
)
const (
GameWidth = 640
GameHeight = 360
GameParticleCount = 1000
GameGravity = 2
GameParticleRadius = 5
GameDamping = .7
GameDeltaTimeStep = 0.5
GameInfluenceRadius = 30
)
type Game struct {
particles []*elements.Particle
cycle int
particlebox *gamedata.Vector
particlebuff *ebiten.Image
quadtree *quadtree.Quadtree
collisionquad quadtree.Quadrant
paused bool
renderquads bool
resolvecollisions bool
}
func NewGame() *Game {
g := &Game{
particlebuff: ebiten.NewImage(GameParticleRadius*2, GameParticleRadius*2),
paused: false,
renderquads: false,
resolvecollisions: false,
}
g.particlebox = &gamedata.Vector{
X: GameWidth - 50,
Y: GameHeight - 50,
}
quad := quadtree.Quadrant{
Position: gamedata.Vector{X: GameWidth / 2, Y: GameHeight / 2},
Dimensions: gamedata.Vector{X: GameWidth, Y: GameHeight},
}
g.quadtree = quadtree.New(quad)
vector.FillCircle(g.particlebuff, GameParticleRadius, GameParticleRadius, GameParticleRadius, color.White, true)
g.collisionquad = quadtree.Quadrant{
Position: gamedata.Vector{
X: 0,
Y: 0,
},
Dimensions: gamedata.Vector{
X: GameParticleRadius * 2,
Y: GameParticleRadius * 2,
},
}
//g.InitializeColliders()
g.InitializeParticles()
return g
}
func (g *Game) Update() error {
g.ParseInputs()
g.RebuildQuadtree()
if !g.paused {
g.UpdateParticles()
}
g.cycle++
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
screen.Clear()
g.RenderParticles(screen)
g.RenderBox(screen)
if g.renderquads {
g.RenderQuadrants(screen)
}
}
func (g *Game) Layout(x, y int) (int, int) {
return GameWidth, GameHeight
}
func (g *Game) RenderParticles(img *ebiten.Image) {
// mx, my := ebiten.CursorPosition()
//clr := color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff}
for _, particle := range g.particles {
x0 := particle.Position.X - GameParticleRadius
y0 := particle.Position.Y - GameParticleRadius
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(x0, y0)
img.DrawImage(g.particlebuff, op)
//vector.FillCircle(img, float32(particle.Position.X), float32(particle.Position.Y), float32(particle.Radius), color.White, true)
// vector.StrokeCircle(img, float32(particle.Position.X), float32(particle.Position.Y), GameInfluenceRadius, 1, clr, true)
// vector.StrokeLine(img, float32(mx), float32(my), float32(particle.Position.X), float32(particle.Position.Y), 2, clr, true)
}
}
func (g *Game) RenderBox(img *ebiten.Image) {
x0 := (GameWidth - g.particlebox.X) / 2
y0 := (GameHeight - g.particlebox.Y) / 2
vector.StrokeRect(img, float32(x0), float32(y0), float32(g.particlebox.X), float32(g.particlebox.Y), 2, color.White, true)
}
func (g *Game) InitializeColliders() {
/*
//box container
box := &colliders.BaseRectCollider{}
box.SetDimensions(gamedata.Vector{
X: GameWidth - 50,
Y: GameHeight - 50,
})
box.SetPosition(gamedata.Vector{
X: GameWidth / 2,
Y: GameHeight / 2,
})
box.SetContainer(true)
g.rectColliders = append(g.rectColliders, box)
*/
}
func (g *Game) InitializeParticles() {
g.particles = g.particles[:0]
xmin := (GameWidth-g.particlebox.X)/2 + GameParticleRadius
xmax := g.particlebox.X - GameParticleRadius*2
ymin := (GameHeight-g.particlebox.Y)/2 + GameParticleRadius
ymax := g.particlebox.Y - GameParticleRadius*2
for i := 0; i < GameParticleCount; i++ {
p := &elements.Particle{
Position: gamedata.Vector{
X: xmin + rand.Float64()*xmax,
Y: ymin + rand.Float64()*ymax,
},
Velocity: gamedata.Vector{
X: 0,
Y: 0,
},
Radius: GameParticleRadius,
}
g.particles = append(g.particles, p)
}
}
func (g *Game) UpdateParticles() {
dt := GameDeltaTimeStep
/*
mx, my := ebiten.CursorPosition()
mpos := gamedata.Vector{X: float64(mx), Y: float64(my)}
maxdeflect := 40 * GameDeltaTimeStep * GameGravity
*/
for _, particle := range g.particles {
particle.Velocity.Y += GameGravity * dt
//if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
/*
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
delta := gamedata.Vector{
X: mpos.X - particle.Position.X,
Y: mpos.Y - particle.Position.Y,
}
dist := math.Sqrt(delta.X*delta.X + delta.Y*delta.Y)
theta := math.Atan2(delta.Y, delta.X)
if dist < GameInfluenceRadius {
dx := dist * math.Cos(theta)
dy := dist * math.Sin(theta)
if dx != 0 {
gainx := (-1./GameInfluenceRadius)*math.Abs(dx) + 1.
particle.Velocity.X += 20 * gainx * -1 * math.Copysign(1, dx)
}
if dy != 0 {
gainy := (-1./GameInfluenceRadius)*math.Abs(dy) + 1.
particle.Velocity.Y += maxdeflect * gainy * -1 * math.Copysign(1, dy)
}
}
}
*/
particle.Position.X += particle.Velocity.X * dt
particle.Position.Y += particle.Velocity.Y * dt
if g.resolvecollisions {
g.ResolveCollisions(particle)
}
g.BoundParticle(particle)
}
}
func (g *Game) BoundParticle(p *elements.Particle) {
xmin := (GameWidth-g.particlebox.X)/2 + p.Radius
xmax := xmin + g.particlebox.X - p.Radius*2
if p.Position.X > xmax {
p.Velocity.X *= -1 * GameDamping
p.Position.X = xmax
}
if p.Position.X < xmin {
p.Velocity.X *= -1 * GameDamping
p.Position.X = xmin
}
ymin := (GameHeight-g.particlebox.Y)/2 + p.Radius
ymax := ymin + g.particlebox.Y - p.Radius*2
if p.Position.Y > ymax {
p.Velocity.Y *= -1 * GameDamping
p.Position.Y = ymax
}
if p.Position.Y < ymin {
p.Velocity.Y *= -1 * GameDamping
p.Position.Y = ymin
}
}
func (g *Game) RenderQuadrants(img *ebiten.Image) {
clr := color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff}
quadrants := g.quadtree.GetQuadrants()
for _, quad := range quadrants {
ox := float32(quad.Position.X - quad.Dimensions.X/2)
oy := float32(quad.Position.Y - quad.Dimensions.Y/2)
vector.StrokeRect(img, ox, oy, float32(quad.Dimensions.X), float32(quad.Dimensions.Y), 1, clr, true)
}
}
func (g *Game) ParseInputs() {
if inpututil.IsKeyJustPressed(ebiten.KeyR) {
g.InitializeParticles()
}
if inpututil.IsKeyJustPressed(ebiten.KeyP) {
g.paused = !g.paused
}
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
g.renderquads = !g.renderquads
}
if inpututil.IsKeyJustPressed(ebiten.KeyC) {
g.resolvecollisions = !g.resolvecollisions
}
}
func (g *Game) RebuildQuadtree() {
g.quadtree.Clear()
for _, p := range g.particles {
if !g.quadtree.Insert(p) {
fmt.Println("quadtree insertion failed")
}
}
}
func (g *Game) ResolveCollisions(particle *elements.Particle) {
//construct search quadrant from current particle
quadrant := quadtree.Quadrant{
Position: particle.Position,
Dimensions: particle.GetDimensions(),
}
//find list of possible maybe collisions, we inspect those in more detail
maybes := g.quadtree.FindAll(quadrant)
sqdist := float64(GameParticleRadius*GameParticleRadius) * 4
for _, p := range maybes {
if p == particle {
continue
}
pos := p.GetPosition()
delta := gamedata.Vector{
X: pos.X - particle.Position.X,
Y: pos.Y - particle.Position.Y,
}
dist2 := delta.X*delta.X + delta.Y*delta.Y
if dist2 == 0 {
// Same position: pick a fallback direction to avoid NaN
delta.X = 1
delta.Y = 0
dist2 = 1
}
if dist2 < sqdist {
d := math.Sqrt(dist2)
nx, ny := delta.X/d, delta.Y/d
overlap := GameParticleRadius*2 - d
pos.X += nx * overlap
pos.Y += ny * overlap
p.SetPosition(pos)
/*
newpos := gamedata.Vector{
X: pos.X + delta.X,
Y: pos.Y + delta.Y,
}
p.SetPosition(newpos)
*/
}
}
}

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gamedata/vector.go Normal file
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package gamedata
type Vector struct {
X float64
Y float64
}

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go.mod Normal file
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module fluids
go 1.24.1
require github.com/hajimehoshi/ebiten/v2 v2.9.4
require (
github.com/ebitengine/gomobile v0.0.0-20250923094054-ea854a63cce1 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/purego v0.9.0 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.17.0 // indirect
golang.org/x/sys v0.36.0 // indirect
)

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main.go Normal file
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package main
import (
"fluids/game"
"fmt"
"log"
"github.com/hajimehoshi/ebiten/v2"
)
const (
ScreenWidth = 640
ScreenHeight = 360
)
func main() {
fmt.Println("fluid experiments")
g := game.NewGame()
ebiten.SetWindowTitle("fluids")
ebiten.SetWindowSize(ScreenWidth*2, ScreenHeight*2)
err := ebiten.RunGame(g)
if err != nil {
log.Fatal(err)
}
}

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quadtree/quadtree.go Normal file
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package quadtree
import (
"fluids/colliders"
"fluids/gamedata"
)
const (
QuadtreeMaxColliders = 10
)
type Quadrant struct {
Position gamedata.Vector
Dimensions gamedata.Vector
}
type Quadtree struct {
quadrant Quadrant
children []*Quadtree
colliders []colliders.Collider
}
func New(quadrant Quadrant) *Quadtree {
qt := &Quadtree{
quadrant: quadrant,
}
return qt
}
func (q *Quadtree) Insert(obj colliders.Collider) bool {
var result bool = false
//check that object meets containment criteria
if q.ContainsPoint(obj.GetPosition()) {
//if we have children, we go deeper
if len(q.children) > 0 {
for _, node := range q.children {
if node.Insert(obj) {
result = true
break
}
}
} else if len(q.colliders) < QuadtreeMaxColliders {
//otherwise, if we have space, add
q.colliders = append(q.colliders, obj)
result = true
} else {
//otherwise we have to subdivide, reorganize, and add
result = q.SubdivideAndInsert(obj)
}
}
return result
}
func (q *Quadtree) ContainsPoint(p gamedata.Vector) bool {
var result bool = false
if (q.quadrant.Position.X-q.quadrant.Dimensions.X/2) <= p.X &&
p.X <= (q.quadrant.Position.X+q.quadrant.Dimensions.X/2) &&
(q.quadrant.Position.Y-q.quadrant.Dimensions.Y/2) <= p.Y &&
p.Y <= (q.quadrant.Position.Y+q.quadrant.Dimensions.Y/2) {
result = true
}
return result
}
func (q *Quadtree) Remove(obj colliders.Collider) bool {
var result bool = false
if q.ContainsPoint(obj.GetPosition()) {
if len(q.colliders) > 0 {
//examine existing colliders
var collection []colliders.Collider
for _, node := range q.colliders {
if node == obj {
result = true
} else {
collection = append(collection, node)
}
}
q.colliders = collection
} else {
//need to check children
for _, child := range q.children {
if child.Remove(obj) {
result = true
break
}
}
}
}
return result
}
func (q *Quadtree) SubdivideAndInsert(obj colliders.Collider) bool {
var result bool = false
//initialize up children
q.children = q.children[:0]
q.children = append(q.children, New(Quadrant{Position: gamedata.Vector{X: q.quadrant.Position.X - q.quadrant.Dimensions.X/4, Y: q.quadrant.Position.Y - q.quadrant.Dimensions.Y/4}, Dimensions: gamedata.Vector{X: q.quadrant.Dimensions.X / 2, Y: q.quadrant.Dimensions.Y / 2}}))
q.children = append(q.children, New(Quadrant{Position: gamedata.Vector{X: q.quadrant.Position.X + q.quadrant.Dimensions.X/4, Y: q.quadrant.Position.Y - q.quadrant.Dimensions.Y/4}, Dimensions: gamedata.Vector{X: q.quadrant.Dimensions.X / 2, Y: q.quadrant.Dimensions.Y / 2}}))
q.children = append(q.children, New(Quadrant{Position: gamedata.Vector{X: q.quadrant.Position.X - q.quadrant.Dimensions.X/4, Y: q.quadrant.Position.Y + q.quadrant.Dimensions.Y/4}, Dimensions: gamedata.Vector{X: q.quadrant.Dimensions.X / 2, Y: q.quadrant.Dimensions.Y / 2}}))
q.children = append(q.children, New(Quadrant{Position: gamedata.Vector{X: q.quadrant.Position.X + q.quadrant.Dimensions.X/4, Y: q.quadrant.Position.Y + q.quadrant.Dimensions.Y/4}, Dimensions: gamedata.Vector{X: q.quadrant.Dimensions.X / 2, Y: q.quadrant.Dimensions.Y / 2}}))
//move colliders into child nodes
var failed bool = false
for _, collider := range q.colliders {
var added bool = false
for _, node := range q.children {
if node.Insert(collider) {
added = true
break
}
}
//couldn't add collider into any subdivided node; failure
if !added {
failed = true
break
}
}
//if all went well:
// a. need to wipe colliders from current node
// b. need to now insert new collider into one of the children
if !failed {
q.colliders = q.colliders[:0]
for _, node := range q.children {
if node.Insert(obj) {
result = true
break
}
}
}
return result
}
func (q *Quadtree) Clear() {
q.colliders = q.colliders[:0]
q.children = q.children[:0]
}
func (q *Quadtree) GetQuadrants() []Quadrant {
var result []Quadrant
//if we have children, traverse and add their quadrants
if len(q.children) > 0 {
for _, child := range q.children {
result = append(result, child.GetQuadrants()...)
}
}
result = append(result, q.quadrant)
return result
}
// find and retrieve all colliders in given quadrant
func (q *Quadtree) FindAll(quadrant Quadrant) []colliders.Collider {
var result []colliders.Collider
//search coordinates
sx0 := quadrant.Position.X - quadrant.Dimensions.X/2
sx1 := quadrant.Position.X + quadrant.Dimensions.X/2
sy0 := quadrant.Position.Y - quadrant.Dimensions.Y/2
sy1 := quadrant.Position.Y + quadrant.Dimensions.Y/2
//quadtree coordinates
qx0 := q.quadrant.Position.X - q.quadrant.Dimensions.X/2
qx1 := q.quadrant.Position.X + q.quadrant.Dimensions.X/2
qy0 := q.quadrant.Position.Y - q.quadrant.Dimensions.Y/2
qy1 := q.quadrant.Position.Y + q.quadrant.Dimensions.Y/2
//AABB check
if sx0 < qx1 && sx1 > qx0 &&
sy0 < qy1 && sy1 > qy0 {
//if we have children, check each of those
for _, node := range q.children {
result = append(result, node.FindAll(quadrant)...)
}
result = append(result, q.colliders...)
}
return result
}